Green Hag

Medium Fey. CR 3, AC 14, 71 HP. Traits: Amphibious, Innate Spellcasting.

Armor class
14
Hit points
71
Challenge
3
Creature type
Fey
Size
Medium

Stat block

Cha
16
Con
14
Dex
14
Int
14
Str
16
Wis
14
Speed
Walk: 30
Senses
darkvision 60 ft., passive Perception 14
Skills
Arcana: 4; Insight: 4; Stealth: 4; Deception: 5; Perception: 4
Actions
  • Multiattack. The hag attacks with its claws and uses Hex.
  • Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
  • Hex (Gaze). A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
  • 1. Charm Hex. The target is charmed by the hag.
  • 2. Fear Hex. The target is frightened of the hag.
  • 3. Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.
  • 4. Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
  • Invisibility (2nd-Level; V, S, Concentration). The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.
Languages
Common, Draconic, Sylvan
Saving throws
Wisdom: 4; Constitution: 4
Special abilities
  • Amphibious. The hag can breathe air and water.
  • Innate Spellcasting. The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas

Source and licence

From A5E Monstrous Menagerie.

Licence: Open Game Content (OGL 1.0a).

Every licence notice Tavern Bag relies on.