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Annis Hag MPMM p47

Annis Hag (CR 8) MPMM p47

Large Fey, Typically Chaotic Evil Large Fey, Typically Chaotic Evil

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
6 (2,300 XP) 8 (3,900 XP)
or 8 (3,900 or 8 (3,900
17 (natural 90 (12d10 + 18 (natural 104 (16d10
40 ft. XP) when +3 40 ft. XP) when +3
armor) 24) armor) + 16)
part of a part of a
coven coven

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2) 23 (+6) 14 (+2) 12 (+1) 13 (+1) 14 (+2) 17 (+3)

Saving Throws Con +5 Saving Throws Con +4

Skills Deception +5, Perception +5 Skills Deception +5, Perception +5

Damage Res. cold Damage Res. cold

Senses darkvision 60 ft., passive Perception 15 Senses darkvision 60 ft., passive Perception 15

Languages Common, Giant, Sylvan Languages Common, Giant, Sylvan

Actions Actions
Multiattack. The annis makes one Bite attack and two Claw Multiattack. The annis makes one Bite attack and two Claw
attacks. attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) piercing damage. Hit: 20 (4d6 + 6) piercing damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target.
Hit: 15 (3d6 + 5) slashing damage. Hit: 20 (4d6 + 6) slashing damage.

Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., Crushing Hug. Melee Weapon Attack: +9 to hit, reach 5 ft.,
one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the one target. Hit: 44 (11d6 + 6) bludgeoning damage, and the
target is grappled (escape DC 15) if it is a Large or smaller target is grappled (escape DC 16) if it is a Large or smaller
creature. Until the grapple ends, the target takes 36 (9d6 + 5) creature. Until the grapple ends, the target takes 44 (11d6 +
bludgeoning damage at the start of each of the hag's turns. 6) bludgeoning damage at the start of each of the hag's
The hag can't make attacks while grappling a creature in this turns. The hag can't make attacks while grappling a creature
way. in this way.

Spellcasting. The hag casts one of the following spells, Spellcasting. The hag casts one of the following spells,
using Charisma as the spellcasting ability (spell save DC 13): using Charisma as the spellcasting ability (spell save DC 14):
3/day each: disguise self (including the form of a Medium 3/day each: disguise self (including the form of a Medium
Humanoid), Fog cloud Humanoid), Fog cloud
Bheur Hag MPMM p62 Bheur Hag (CR 10) MPMM p62

Medium Fey, Typically Chaotic Evil Medium Fey, Typically Chaotic Evil

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
7 (2,900 XP) 10 (5,900
30 ft., fly 50 30 ft., fly 50
or 9 (5,000 XP) or 9
17 (natural 91 (14d8 + ft. (hover, 19 (natural 112 (15d8 + ft. (hover,
XP) when +3 (5,000 XP) +4
armor) 28) Graystaff armor) 45) Graystaff
part of a when part of
magic) magic)
coven a coven

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3) 13 (+1) 16 (+3) 16 (+3) 12 (+1) 13 (+1) 16 (+3)

Saving Throws Wis +4 Saving Throws Wis +5

Skills Nature +4, Perception +4, Stealth +6, Survival +4 Skills Nature +5, Perception +5, Stealth +7, Survival +5

Damage Imm. cold Damage Imm. cold

Senses darkvision 60 ft., passive Perception 14 Senses darkvision 60 ft., passive Perception 15

Languages Auran, Common, Giant Languages Auran, Common, Giant

Control Weather (1/Day). The hag can cast the control Control Weather (1/Day). The hag can cast the control
weather spell, requiring no material components and using weather spell, requiring no material components and using
Charisma as the spellcasting ability. Charisma as the spellcasting ability.
Graystaff Magic. The hag carries a graystaff, a magic staff. Graystaff Magic. The hag carries a graystaff, a magic staff.
The hag can use its flying speed only while astride the staff. The hag can use its flying speed only while astride the staff.
If the staff is lost or destroyed, the hag must craft another, If the staff is lost or destroyed, the hag must craft another,
which takes a year and a day. Only a bheur hag can use a which takes a year and a day. Only a bheur hag can use a
graystaff graystaff
Ice Walk. The hag can move across and climb icy surfaces Ice Walk. The hag can move across and climb icy surfaces
without needing to make an ability check, and difficult terrain without needing to make an ability check, and difficult terrain
composed of ice or snow doesn't cost the hag extra composed of ice or snow doesn't cost the hag extra
moment. moment.
Actions Actions
Multiattack. The hag makes two Slam or Frost Shard Multiattack. The hag makes two Slam or Frost Shard
attacks. attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) cold Hit: 14 (3d8 + 1) bludgeoning damage plus 22 (5d8) cold
damage. damage.
Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one Frost Shard. Ranged Spell Attack: +7 to hit, range 60 ft., one
target. Hit: 30 (6d8 + 3) cold damage, and the target's speed target. Hit: 39 (8d8 + 3) cold damage, and the target's speed
is reduced by 10 feet until the start of the hag's next turn. is reduced by 10 feet until the start of the hag's next turn.
Horrific Feast. The hag feeds on the corpse of one enemy Horrific Feast. The hag feeds on the corpse of one enemy
within reach that died within the past minute. Each creature within reach that died within the past minute. Each creature
of the hag's choice that is within 60 feet and able to see the of the hag's choice that is within 60 feet and able to see the
feeding must succeed on a DC 15 Wisdom saving throw or feeding must succeed on a DC 16 Wisdom saving throw or
be frightened of the hag for 1 minute. While frightened in this be frightened of the hag for 1 minute. While frightened in this
way, a creature is incapacitated, can't understand what way, a creature is incapacitated, can't understand what
others say, can't read, and speaks only in gibberish. A others say, can't read, and speaks only in gibberish. A
creature can repeat the saving throw at the end of each of its creature can repeat the saving throw at the end of each of its
turns, ending the effect on itself on a success. If a creature's turns, ending the effect on itself on a success. If a creature's
saving throw is successful or the effect ends for it, the saving throw is successful or the effect ends for it, the
creature is immune to the hag's Horrific Feast for the next 24 creature is immune to the hag's Horrific Feast for the next 24
hours. hours.
Spellcasting. While holding or riding the graystaff, the hag Spellcasting. While holding or riding the graystaff, the hag
casts one of the following spells, requiring no material casts one of the following spells, requiring no material
components and using Charisma as the spellcasting ability components and using Charisma as the spellcasting ability
(spell save DC 14): (spell save DC 15):
At will: hold person At will: hold person
1/day each: cone of cold, ice storm, wall of ice 1/day each: cone of cold, ice storm, wall of ice
Dusk Hag ERLW p292 Dusk Hag (CR 8) ERLW p292

Medium Fey, Neutral Evil Medium Fey, Neutral Evil

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
17 (natural 82 (15d8 + 18 (natural
30 ft. 6 (2,300 XP) +3 94 (21d8) 30 ft. 8 (3,900 XP) +3
armor) 15) armor)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 12 (+1) 17 (+3) 16 (+3) 18 (+4) 11 (+0) 16 (+3) 10 (+0) 17 (+3) 16 (+3) 20 (+5)

Saving Throws Int +6, Wis +6 Saving Throws Int +6, Wis +6

Skills Deception +7, Insight +6, Perception +6 Skills Deception +7, Insight +6, Perception +6

Condition Imm. blinded, charmed, frightened Condition Imm. blinded, charmed, frightened

Senses blindsight 60 ft., passive Perception 16 Senses blindsight 60 ft., passive Perception 16

Languages Common, Giant, Infernal Languages Common, Giant, Infernal

Innate Spellcasting. The hag's spellcasting ability is Innate Spellcasting. The hag's spellcasting ability is
Charisma (spell save DC 15). She can innately cast the Charisma (spell save DC 16). She can innately cast the
following spells, requiring no material components: following spells, requiring no material components:
At will: detect magic, disguise self At will: detect magic, disguise self
3/day each: dream, hypnotic pattern, sleep (9d8) 3/day each: dream, hypnotic pattern, sleep (9d8)
1/day each: legend lore, scrying 1/day each: legend lore, scrying
Magic Resistance. The hag has advantage on saving throws Magic Resistance. The hag has advantage on saving throws
against spells and other magical effects. against spells and other magical effects.
Actions Actions
Multiattack. The hag makes two Nightmare Touch attacks. Multiattack. The hag makes two Nightmare Touch attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d6 + 2) slashing damage. target. Hit: 6 (1d6 + 3) slashing damage.
Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft., Nightmare Touch. Melee Spell Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 18 (4d6 + 4) psychic damage. If the target one creature. Hit: 21 (5d6 + 4) psychic damage. If the target
is unconscious, it takes an extra 10 (3d6) psychic damage is unconscious, it takes an extra 14 (4d6) psychic damage
and is cursed until the hag dies or the curse is removed. The and is cursed until the hag dies or the curse is removed. The
cursed creature's hit point maximum decreases by 5 (1d10) cursed creature's hit point maximum decreases by 5 (1d10)
whenever it finishes a long rest. whenever it finishes a long rest.
Reactions Reactions
Dream Eater. When an unconscious creature the hag can see Dream Eater. When an unconscious creature the hag can see
within 30 feet of her regains consciousness, the hag can within 30 feet of her regains consciousness, the hag can
force the creature to make a DC 15 Wisdom saving throw. force the creature to make a DC 16 Wisdom saving throw.
Unless the save succeeds, the creature takes 11 (2d10) Unless the save succeeds, the creature takes 11 (2d10)
psychic damage, and the hag regains hit points equal to the psychic damage, and the hag regains hit points equal to the
amount of damage taken. amount of damage taken.
Fate Hag BMT p176 Fate Hag (CR 6) BMT p176

Medium Fey, typically Neutral Medium Fey, typically Neutral

Armor Class Hit Points Speed Challenge PB Armor Class Hit Points Speed Challenge PB
14 (natural 71 (13d8 + 15 (natural 84 (13d8 +
30 ft. 4 (1,100 XP) +2 30 ft. 6 (2,300 XP) +3
armor) 13) armor) 26)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 13 (+1) 12 (+1) 18 (+4) 15 (+2) 16 (+3) 16 (+3) 15 (+2) 12 (+1) 18 (+4) 15 (+2)

Saving Throws Con +3, Wis +6 Saving Throws Con +5, Wis +7

Skills Arcana +5, Deception +6, History +5, Perception +6 Skills Arcana +7, Deception +8, History +7, Perception +7

Condition Imm. charmed Condition Imm. charmed

Senses truesight 60 ft., passive Perception 16 Senses truesight 60 ft., passive Perception 17

Languages all Languages all

Legendary Resistance (2/Day). If the hag fails a saving Legendary Resistance (2/Day). If the hag fails a saving
throw, it can choose to succeed instead. throw, it can choose to succeed instead.
Trace the Threads (1/Day). The hag can cast the Legend Trace the Threads (1/Day). The hag can cast the Legend
Lore spell, requiring no material components and using Lore spell, requiring no material components and using
Wisdom as the spellcasting ability. Wisdom as the spellcasting ability.
Actions Actions
Multiattack. The hag makes two Shears attacks. It can Multiattack. The hag makes two Shears attacks. It can
replace one attack with a use of Spellcasting. replace one attack with a use of Spellcasting.
Shears. Melee Weapon Attack: +6 to hit, reach 5 ft., one Shears. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 8 (1d8 + 4) force damage. If the target is a target. Hit: 9 (1d8 + 5) force damage. If the target is a
creature, it has disadvantage on attack rolls until the end of creature, it has disadvantage on attack rolls until the end of
the hag's next turn. the hag's next turn.
Spellcasting. While holding its shears, the hag casts one of Spellcasting. While holding its shears, the hag casts one of
the following spells, requiring no material components and the following spells, requiring no material components and
using Wisdom as the spellcasting ability (spell save DC 14): using Wisdom as the spellcasting ability (spell save DC 15):
At will: Bless, Guidance, Silent Image At will: Bless, Guidance, Silent Image
1/day each: Bane, Bestow Curse, Divination, Scrying (as an 1/day each: Bane, Bestow Curse, Divination, Scrying (as an
action) action)

Legendary Actions Legendary Actions


The fate hag can take 3 legendary actions, choosing from The fate hag can take 3 legendary actions, choosing from
the options below. Only one legendary action can be used at the options below. Only one legendary action can be used at
a time and only at the end of another creature's turn. The a time and only at the end of another creature's turn. The
fate hag regains spent legendary actions at the start of its fate hag regains spent legendary actions at the start of its
turn. turn.

Destined Jaunt. The hag magically teleports, along with any Destined Jaunt. The hag magically teleports, along with any
equipment it is wearing or carrying, to an unoccupied space equipment it is wearing or carrying, to an unoccupied space
it can see within 30 feet of itself. it can see within 30 feet of itself.
Tangle Threads. The hag magically tangles a creature it can Tangle Threads. The hag magically tangles a creature it can
see within 60 feet of itself in spectral silver threads. The see within 60 feet of itself in spectral silver threads. The
creature must succeed on a DC 14 Strength saving throw, or creature must succeed on a DC 15 Strength saving throw, or
its speed is reduced to 0 until the end of its next turn. its speed is reduced to 0 until the end of its next turn.
Destiny Curse (Costs 2 Actions). The hag magically curses a Destiny Curse (Costs 2 Actions). The hag magically curses a
creature it can see within 60 feet of itself. The creature must creature it can see within 60 feet of itself. The creature must
make a DC 14 Wisdom saving throw, and the creature has make a DC 15 Wisdom saving throw, and the creature has
disadvantage on this save if it has damaged the hag within disadvantage on this save if it has damaged the hag within
the last minute. On a failed save, the creature has the last minute. On a failed save, the creature has
disadvantage on ability checks, attack rolls, and saving disadvantage on ability checks, attack rolls, and saving
throws until the curse ends. Once per turn, when the cursed throws until the curse ends. Once per turn, when the cursed
creature fails one of those d20 rolls, it takes 7 (2d6) force creature fails one of those d20 rolls, it takes 7 (2d6) force
damage. The curse ends after 1 minute; when the creature damage. The curse ends after 1 minute; when the creature
succeeds on a total of three ability checks, attack rolls, or succeeds on a total of three ability checks, attack rolls, or
saving throws in any combination; or when the hag uses this saving throws in any combination; or when the hag uses this
action again. action again.
Hag of the Fetid Gaze CM p76

Medium Fey, Neutral Evil

Armor Class Hit Points Speed Challenge PB


3 (700 XP)
or 5 (1,800
17 (natural 82 (11d8 +
30 ft. XP) when +2
armor) 33)
part of a
coven

STR DEX CON INT WIS CHA


18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2)

Skills Arcana +3, Deception +4, Perception +4, Stealth +3

Senses darkvision 60 ft., passive Perception 14

Languages Common, Draconic, Sylvan

Amphibious. The hag can breathe air and water.


Innate Spellcasting. The hag's innate spellcasting ability is
Charisma (spell save DC 12). She can innately cast the
following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid
voices. A creature that hears the sounds can tell they are
imitations with a successful DC 14 Wisdom (Insight) check.
Shared Spellcasting (Coven Only). While all three members
of a hag coven are within 30 feet of one another, they can
each cast the following spells from the wizard's spell list but
must share the spell slots among themselves:
1st level (4 slots): charm person, witch bolt
2nd level (3 slots): alter self, suggestion
3rd level (3 slots): dispel magic, glyph of warding, slow
4th level (3 slots): blight, polymorph
5th level (2 slots): dominate person, seeming
6th level (1 slot): Otto's irresistible dance
For casting these spells, each hag is a 12th-level spellcaster
that uses Intelligence as her spellcasting ability. The spell
save DC is 12 + the hag's Intelligence modifier, and the spell
attack bonus is 4 + the hag's Intelligence modifier.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything
she is wearing or carrying with a magical illusion that makes
her look like another creature of her general size and
humanoid shape. The illusion ends if the hag takes a bonus
action to end it or if she dies.
The changes wrought by this effect fail to hold up to
physical inspection. For example, the hag could appear to
have smooth skin, but someone touching her would feel her
rough flesh. Otherwise, a creature must take an action to
visually inspect the illusion and succeed on a DC 20
Intelligence (Investigation) check to discern that the hag is
disguised.
Invisible Passage. The hag magically turns invisible until she
attacks or casts a spell, or until her concentration ends (as if
concentrating on a spell). While invisible, she leaves no
physical evidence of her passage, so she can be tracked only
by magic. Any equipment she wears or carries is invisible
with her.

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