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Foul Witch of the Wicked Wild

Habitat: Forest, Hill, Swamp; Treasure: Arcana

Green hags work bitter magic to foul all that is beautiful and pure. Whether alone or in covens of other hags, these ancient witches call on eerie forces, spreading corruption and plotting doom for those who earn their ire. Green hags are adept deceivers, and they use illusions to cloak themselves in unassuming forms, hoping to tempt innocents into peril. These hags often spirit their victims back to surreal lairs where they hold captives prisoner or cook them into monstrous meals.

Green hags frequently know strange magic or forgotten secrets, such as the weaknesses of villains, the locations of lost treasures, or the ways to break curses. They might trade such knowledge for rare magic or symbolic treasures. Roll on or choose a result from the Green Hag Bargains table to inspire what a green hag charges for its secrets.

Green Hag Bargains
1d6   A Green Hag Trades Its Knowledge For …
1 A bargainer’s memories of a loved one.
2 The cauldron of a rival hag.
3 A favor to be redeemed when the hag wishes.
4 A flower from a hidden Feywild garden.
5 A gift given freely by a yugoloth.
6 A vial filled with a ruler’s tears.

Traits

Amphibious. The hag can breathe air and water.

Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.

Actions

Multiattack. The hag makes two Claw attacks.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.

Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):

At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)


Green Hag

Medium Fey, Neutral Evil
  • Armor Class 17
  • Hit Points 82 (11d8 + 33)
  • Speed 30 ft., Swim 30 ft.
  • Initiative +1 (11)
STR
18 (4)
DEX
12 (1)
CON
16 (3)
INT
13 (1)
WIS
14 (2)
CHA
14 (2)
  • Saving Throws Str +4, Dex +1, Con +3, Int +1, Wis +2, Cha +2
  • Skills Arcana 5, Deception 4, Perception 4, Stealth 3
  • Senses Darkvision 60 ft., passive Perception 14
  • Languages Common, Elvish, Sylvan
  • Challenge 3 (700 XP)
  • Habitat Forest, Hill, Swamp
  • Treasure Arcana
  • Amphibious. The hag can breathe air and water.
  • Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): *Augury*, *Find Familiar*, *Identify*, *Locate Object*, *Scrying*, or *Unseen Servant*. The hag must finish a Long Rest before using this trait to cast that spell again.
  • Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.

Actions


  • Multiattack. The hag makes two Claw attacks.
  • Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., One Target. Hit: (1d8 + 4) Slashing damage plus (1d6)Poison damage.
  • Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
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