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Published by Maria I C, 2023-03-29 16:24:42

D&D 5e The Complete Hag

D&D 5e The Complete Hag

Vengeful Treant Huge plant, chaotic neutral Armor Class 16 (natural armor) Hit Points 136 (12d12 + 60) Speed 30 ft. STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 21 (+5) 10 (0) 14 (+2) 12 (+1) Saving Throws Str +11 Skills Athletics +11, Intimidate +5 Damage Vulnerability fire Damage Resistance bludgeoning, piercing Damage Immunity poison Condition Immunities poisoned Senses passive Perception 12 Languages Common, Duidic, Elvish, Sylvan Challenge 10 (5,900 XP) Agitated Appearance. This tree is constantly in motion seeking out members of encroaching civilization to destroy or drive off. Vengeful treants are never mistaken for trees. Blind Rage. A vengeful treat is suffering from a constant blind rage. This blind rage gives it advantage on Strength and Constitution saving throws but disadvantage on Intelligence and Wisdom saving throws. Falling Fruit. Whenever a vengeful treant takes more than 9 points of damage from a single source a few rotting fruit drop from its bough, creating a small, 5-foot by 5-foot area of effect otherwise exactly like the spell, stinking cloud (spell DC 13). This area of effect must be adjacent to the area the vengeful treant currently occupies. A creature that saves from this effect is immune to falling fruit for the next 24 hours. Siege Monster. This vengeful treant does double damage to objects and structures. Twisted Mind, Bark, and Soul. The vengeful treant will face a choice after a year and a day has passed. Depending on its experiences during its time of rage the treant will either go back to the hag and be permanently turned into a hag tree or go back to its kindred treants hoping to cleanse itself of the memories of its time of madness. If the hag that transformed the treant dies then the vengeful treant immediately reverts back to a treant and wanders home in shame. Actions Multiattack. The vengeful treant makes two slam attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Rock. Ranged Weapon Attack: +11 to hit, range 70/280 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage. Vengeful treants have agreed to be transformed by a hag living near the treant’s home. Vengeful treants will smell like rotting fruit and they stay in a constant state of agitation and movement so they are never confused for normal trees. Rangers and druids will usually go out of their way to avoid a vengeful treant, because even they are not guaranteed safety near one. Will-O-Wisp, Ghostlight Small undead, chaotic evil Armor Class 16 Hit Points 48 (12d6 + 12) Speed 30 ft. STR DEX CON INT WIS CHA 3 (-4) 22 (+6) 12 (+1) 13 (+1) 14 (+2) 16 (+3) Saving Throws Dex +9 Skills Perception +5 Damage Vulnerability radiant Damage Immunity lightning, necrotic, poison Damage Resistance acid, cold, fire, thunder; bludgeoning, piercing, slashing from nonmagical attacks Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious Senses darkvision 120 ft., passive perception 12 Languages the languages it knew in life Challenge 4 (1,100 XP) Ephemeral. The ghostlight can not wear or carry anything. Innate Spellcasting. The ghostlight’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells without components: 101 PART 10 | BESTIARY


At will: dancing lights, hypnotic pattern 1/day each: ray of exhaustion Incorporeal Movement. A ghostlight can move through other creatures and objects as if they were difficult terrain. This movement is considered a form of Ethereal travel. If a ghostlight ends its turn in a solid object then it takes 16 (3d10) force damage, ending its movement in the Ethereal. The ghostlight will appear in the Material Plane, at the beginning of its next turn in the nearest unoccupied space and will be stunned until its next turn. Magic Resistance. The ghostlight has advantage on saving throws against spells and other magical effects. Actions Vampiric Drain. Melee Spell Attack: +6 to hit, reach 5ft., one target. Hit: 14 (4d6) necrotic damage. Ghostlight heals itself to up to half of the damage inflicted. Consume Life. As a bonus action, the ghostlight can target one creature it can see within 5 feet of it that has 0 hit points. The target must succeed at a DC 13 Constitution saving throw or die. When a creature dies due to consume life, the ghostlight regains 18 (4d8) hit points. Any excess hit points become temporary hit points, but the ghostlight can have no more than 10 temporary hit points at any time. Possess Creature (Recharge 6). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 3 (1d6) necrotic damage. Target must make a DC 14 Charisma saving throw or be possessed by the ghostlight. This effect is considered mindaffecting and allows the ghostlight to occupy the victim’s space with full cover. The ghost light effectively controls the possessed creature as if it were under a dominate monster spell. This possession lasts for 10 minutes and the ghostlight can take no other actions other than to move or fight for the dominated target. The ghostlight can only be damaged directly by psychic damage or any other attack that targets the mind such as fear or charm effects. This possession ends after the duration, the victim drops to 0 hit points, the ghostlight is successfully turned, the target takes more than half its hit points in radiant damage in a turn, or the ghostlight is cast out by a spell like dispel evil. Any creature that saves against this attack is immune for a year. Ghostlights glow with a dim yellow or sickly ocher light and are larger and more dangerous versions of will-o-wisps. Ghostlights are less patient than will-o-wisps and will attack living creatures with either a hypnotic pattern or attempt to possess a target immediately. Ghostlights will sometimes make packs with intelligent evil creatures living in the same area and are often accompanied by a few will-o-wisps the way a shark will have lampreys attached to it. Hags are very creative and very effective when it comes to utilizing ghostlights in traps to protect their lairs and ghostlights know that death and despair are in abundance around most hags. Ghostlights are known as corpse-candles in the Lower Planes or the Outlands. Ghostlights were only introduced into the Material Plane after hags began to use them as lair guards and servants. Hag, Auntie Auntie is both an honorific and a title used to identify old and powerful hags. Most hags wait hundreds of years before they collect enough arcane and obscure knowledge to be considered an auntie by her peers. Aunties are named an auntie by a grandmother hag and word of the promotion slowly circulates amongst all hags. On rare occasions a particularly gifted or lucky hag will earn the title auntie before her 200th birthday, but those are few and far between. Examples: Annis Hag, Auntie Grime Hill Bheur Hag, Auntie Frigid Hearth Green Hag, Auntie Wyrdling Night Hag, Auntie Blue Lips Sea Hag, Auntie Shatter Eye 102 PART 10 | BESTIARY


Auntie Hag Guidelines The DM can either modify the example auntie hags listed next or the DM can create their own. This is the general formula for making auntie hags: Increase their proficiency by +1 They gain proficiency in Arcana, Nature, and Medicine. They gain proficiency with all saving throws. Increase their hit dice by a third. Add +1 to their Charisma. Add the spells of a 7th level spellcaster (most often sorcerer, druid, or warlock). Hags are never clerics. Give them usable and useful magic items. Don’t forget to give them personality! A DM should strive for a +2 challenge rating increase over the standard hag (this will require some creativity with the weak sea hag). Some of the given examples will not adhere to this. Nightshade hags are never aunties. They either live through a power struggle with a grandmother or die. Annis Hag, Auntie Grime Hill Large fey, neutral evil Armor Class 17 (natural armor) Hit Points 98 (13d10 + 26) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 16 (+3) Saving Throws Str +9, Dex +5, Con +6, Int +5, Wis +6, Chr +7 Skills Arcana +5, Deception +7, Insight +6, Medicine +6, Nature +5, Perception +6 Damage Resistance cold, bludgeoning, piercing, and slashing from non magical sources Senses darkvision 60 ft., passive Perception 16 Languages Common, Elven, Giant, Goblin, Sylvan Challenge 8 (3,900 XP) Magic Item Use. Aunties usually have 1d3 + 1 rare magic items that are useful and understood by the hag. Auntie Grime Hill has the following magic items: cloak of the bat, ring of force Adaptation (4/force damage), rod of rulership shaped to resemble a large wooden stirring spoon. Spellcasting. Auntie Grime Hill is a 7th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). This hag knows the following spells: Cantrips (at will): blade ward, dancing lights, light, part clouds, poison spray, raven in moonlight, true strike 1st level (4 slots): beauty’s burden, disguise self, fog cloud, hag stream, thunderwave 2nd level (3 slots): cloud of daggers, invisibility, spider climb 3rd level (3 slots): counterspell, lightning bolt, suffer my pain 4th level (1 slot): confusion (Variant) Weird Magic Items. An auntie hag may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Auntie hags usually have at least one Witch Finger, usually of rare or better quality. This may increase the hag’s CR. Actions Multiattack. Auntie Grime Hill makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.


Claw. Melee Weapon Attack: +9, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Crushing Hug. Melee Weapon Attack: +9, reach 5 ft., Hit: 32 (9d6 + 5) bludgeoning damage. Target is grappled (escape DC 16) if it is a large or smaller creature. Until the grapple ends, the target takes 32 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way. Auntie Grime Hill is exceptionally old, even for a hag. She doesn’t speak much, but when she does she tends to use excessive metaphors like, “my skin has seen a thousand suns.” She refuses to join any coven as a permanent member but has been known to link up with other hags to work a specific evil task or lengthy bit of corruption. Auntie Grim Hill is famous on both the Material Plane and Feywild for her very creative and tasty recipes involving children of all known races. Her rod of rulership was a gift from a fey suitor who has since disappeared. It was specifically made for her and looks like a large wooden stirring spoon stained with every imaginable liquid. It is widely whispered in hag circles that Auntie Grime Hill has a few recipes involving hag and fey flesh as well. She is one of the few known hags that is completely disinterested in becoming a grandmother. The last grandmother to offer Auntie Grime Hill a “promotion,” went missing mysteriously. Bheur Hag, Auntie Frigid Hearth Medium fey, chaotic evil Armor Class 17 (natural armor) Hit Points 107 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 17 (+3) Saving Throws Str +5, Dex +7, Con +6, Int +5, Wis +6, Chr +7 Skills Arcana +5, Insight +6, Medicine +6, Nature +5, Perception +6, Stealth +7, Survival +6 Damage Immunity cold Senses darkvision 60 ft., passive Perception 16 Languages Common, Auran, Giant, Primordial, Sylvan Challenge 9 (5,000 XP) Graystaff Magic. Auntie Frigid Hearth carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. If the staff is lost or destroyed, Auntie Frigid Hearth must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. Her innate spellcasting ability is Charism (spell save DC 15, +7 to hit with spell attacks). As long as she carries the graystaff, she can innately cast the following spells: At will: ray of frost 3/day each: ice storm, wall of ice Sorcerer (Charisma) Spellcasting. Auntie Frigid Hearth can also cast spells as a 7th-level sorcerer (spell save DC 15, +7 to hit with spell attacks). She can cast the following spells: Cantrips (at will): blade ward, dancing lights, light, oblivious technique, part clouds, poison spray, raven in moonlight, true strike 1st level (4 slots): false life, hag stream, mooneye 2nd level (3 slots): mirror image, see invisibility, woe and weal 3nd level (3 slots): counterspell, haste, slow 4th level (1 slot): greater invisibility Ice Walk. The bheur hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement. Magic Item Use. Aunties usually have d3 + 1 rare magic items that are useful and understood by the hag. This auntie has the following magic items: potion of superior healing, cube of force, mantle of spell resistance. Magic Resistance. Auntie Frigid Hearth has advantage on saving throws against spells and other magical effects as 104 PART 10 | BESTIARY


long as she is wearing her mantle of spell resistance. (Variant) Weird Magic Items. An auntie hag may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Auntie hags usually have at least one Witch Finger, usually of rare or better quality. This may increase the hag’s CR. Actions Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. Auntie Maddening Feast. The bheur hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 16 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movements, which are erratic. A 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 saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours. Auntie Frigid Hearth is known for her extremely high pitched voice and her borderline erotic fascination with killing adventurers and other sentient creatures. Her skin is the blue-green of a submerged iceberg and she is completely hairless, but wears the collected long hair of various humanoids as a wig. Her clothing consists of grey thread-bare material with various bones attached to it. Auntie Frigid Hearth is one of three mixed hags that come together to form the Three Pains coven when a serious threat to hags emerges. When formed, this coven only exists to hunt down and destroy those who have killed or run hags out of their lairs. Frigid Hearth, as their resident loose cannon incapable of real strategy, initiates most battles under greater invisibility with her cube of force set to prevent living tissue. While she attracts attention the other two of the coven focus on eliminating the weakest threats first. Auntie Frigid Hearth has defied the grandmothers by refusing to kill her hagspawn son, Virinik the Only, after he survived a recent experiment. She was also accused of actually caring for her hagspawn. Some whisper that Auntie Frigid Hearth is guilty of the ultimate betrayal amongst hag, or that she actually loves her son. Regardless, Virinik is Auntie Frigid Hearth’s most powerful and loyal minion and he ruthlessly commands all the creatures that serve Auntie Frigid Hearth. Their lair will be the first expansion planned for this work and a small adventure is planned to bring the characters into contact with them. Green Hag, Auntie Wyrdling Medium fey, lawful neutral Armor Class 17 (natural armor) Hit Points 104 (14d8 + 42) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 14 (+2) 20 (+5) 15 (+2) Saving Throws Str +7, Dex +4, Con +6, Int +5, Wis +8, Chr +5 Skills Arcana +5, History +5, Insight +8, Medicine +8, Nature +5, Perception +8, Persuasion +5 Senses darkvision 60 ft., passive Perception 18 Languages Auran, Common, Giant, Primordial, Sylvan Challenge 6 (2,300 XP) Amphibious. Auntie Wyrdling can breathe both air and water. Auntie Mimicry. Auntie Wyrdling can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 18 Wisdom (Insight) check. Druid (Wisdom) Spellcasting. Auntie Wyrdling can cast spells as a 7th-level druid (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): dancing lights, druidcraft, minor illusion, part clouds, raven in moonlight, resistance, thorn whip, vicious mockery 1st level (4 slots): animal friendship, cure wounds, entangle, hag stream 2nd level (3 slots): enhance ability, hold person, pass without trace 3rd level (3 slots): call lightning, dispel magic, protection from energy 4th level (1 slot): stoneskin Magic Item Use. Auntie Wyrdling does not have any magic items or weirds after having been resurrected by Cegilune. Chosen of Cegilune. Auntie Wyrdling has been blessed after her resurrection and now acts as a medium for other hags to commune with Cegilune. Her wisdom is set to 20 as long as she is within 30 feet of her lair (her stats reflect this). She can cast the following spells as a 15th-level cleric (spell DC 16, +8 to hit with spell attacks) as long as she is within 30 feet of her lair: 1/day each: feeblemind, heal (cannot target herself), holy aura 1/week each: commune (Cegilune only), plane shift (Feywild only) 1/month: temple of the gods (Cegilune, this spell has little function in combat and is found in Xanthar’s Guide to 105 PART 10 | BESTIARY


Everything) Moonlight of Cegilune. While Auntie Wyrdling is in her lair, at night, she is illuminated by a 30-foot-tall, 10-footwide column of dim moonlight that dispells all magic effects that enter the light unless cast by a creature of the fey type or a creature of challenge rating 21 or higher. This light functions through solid objects like the ceiling of her lair. This light has no effect on instantaneous spells like fireball, magic missile, etc., but would dispel a spell with a duration like stoneskin or protection from evil and good. Cegilune can speak no lie or use her deception or stealth skills while affected by this moonlight column. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) slashing damage. Illusionary Appearance. Auntie wyrdling has lost this power after her resurrection. Invisible Passage. Auntie Wyrdling has lost this power after her resurrection. Purge (1/Day). Auntie Wyrdling dispels all illusion spells and effects in her entire lair. This power will also pull anything in the Ethereal into the Material Plane unless the target makes a DC 18 Charisma saving throw. Every spell in her lair is also dispelled if it is 7th-level or lower in power. Creatures that can alter their form using features must assume their true form unless they make a DC 18 Charisma saving throw. Auntie Wyrdling is barely five feet tall: short for a green hag. Her hair is an unkempt mess of brown and silver that is haphazardly chopped off at the shoulders and unadorned. She is obsessed with all multiples of three and the rule of three (see Volo’s Guide to Everything) in general. Auntie Wyrdling rarely leaves her lair now and spends most of her time being consulted by other hags or rearranging her lair in an attempt to “achieve the perfect ratio.” What she means by this is unknown and she doesn’t bother explaining it, even to other hags. Auntie Wyrdling is removed from the normal power hierarchy and struggles of hag society. She seems to be immune to the manipulations associated with hag life and is universally respected by all hags. This respect is a direct result of her being chosen and resurrected by Cegilune, and would end immediately if she lost her chosen status. Her lair is well hidden from civilization and any incursion to slay her would meet a combined and tenacious resistance from all the nearby hags. Whisper, as this hag was once known as, was always odd, even by hag standards. She was slain by a cadre of paladins in a grandmother’s convoluted plot to destroy Whisper after it was discovered that Whisper was creating forgotten. The grandmother lost control of the paladins and they eventually ended up slaying the grandmother before finally dying in the swamp. A year and a day after Whisper’s death she was resurrected as Auntie Wyrdling by an unknown agent of Cegilune, and she is now considered untouchable by all but truly suicidal hags. Auntie Wyrdling's lair functions as a neutral meeting area that all hags can go to to negotiate, make demands, trade, etc. without fear of their fellow hags. Auntie Wyrdling’s lair is the one place that Nightshades and Grandmother hags can be encountered together without an immediate bloodbath starting. Auntie Wyrdling is the closest thing to a high priest of Cegilune that has ever existed for hags. Night Hag, Auntie Blue Lips Medium fiend, lawful evil Armor Class 17 (natural armor) Hit Points 167 (20d8 + 60) Speed 30 ft., fly 60 ft. (wings of flying) STR DEX CON INT WIS CHA 21 (+5) 15 (+2) 16 (+3) 17 (+3) 14 (+2) 17 (+3) 106 PART 10 | BESTIARY


Saving Throws Str +10, Dex +7, Con +8, Int +7, Wis +8, Chr +8 Skills Arcana +7, Deception +8, Insight +7, Medicine +8, Nature +7, Perception +7, Stealth +7 Damage Resistance cold, fire; piercing, bludgeoning, and slashing from non magical attacks not made with silvered weapons Condition Immunities charmed Senses darkvision 60 ft., passive Perception 17 Languages Abyssal, Common, Infernal, Primordial, Sylvan Challenge 8 (3,900 XP) Exposure to Planar Energies. Auntie Blue Lips has lived and worked out of Sigil for at least two hundred years. She is considered one of the “plane touched” by the residents there. Her exposure to planar energies has caused the following: Her mind has expanded (Int is now 17) and her repeated trips to the Quasi-elemental Plane of Mineral has hardened her skin, giving her Adaptation (4/piercing). Innate Spellcasting. Auntie Blue Lips’ innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells as a 9thlevel spellcaster: At will: detect magic, magic missile, oblivious technique, part clouds, raven in moonlight 3/day each: waste-not hook 2/day each: hag stream, plane shift (self only), ray of exhaustion, sleep 1/day each: dream eater, face off, teal the grey Magic Item Use. Aunties usually have d3 + 1 rare magic items that are useful and understood by the hag. This auntie has the following magic items: "wocky" club +2. Hit targets must make a DC 15 Constitution saving throw or begin to turn to stone. On a failed saving throw they are restrained. This saving throw must be repeated on their next turn if the target failed the first saving throw. On a success the effect ends, on a failure the victim is petrified. She also wears a belt of hill giant strength (reflected in her stats) and wings of flying that turn into enormous dragonfly wings when used. Magic Resistance. Auntie Blue Lips has advantage on saving throws against spells and other magical effects. (Variant) Weird Magic Items. An auntie hag may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Auntie hags usually have at least one Witch Finger, usually of rare or better quality. This may increase the hag’s CR. Warlock (Charisma) Spellcasting. Auntie Blue Lips casts spells as a 7th-level warlock (spell DC 15, +7 to hit with spell attacks). She knows the following warlock spells: Cantrips (at will): eldritch blast (300 ft. range, two attacks, 1d10 + 3 force damage), prestidigitation, true strike 1st - 5th level (2 4th-level slots): cloud of daggers, counterspell, hellish rebuke, hex, hunger of hadar, greater invisibility, spider climb Actions Claws (Hag Form Only). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. Thirsting Blade. (“Wocky” only). Auntie Blue Lips makes two attacks with her club: Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 10 (1d6 + 7) bludgeoning damage (see Magic Item Use). Change Shape. Auntie Blue Lips magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form when she dies. Etherealness. Auntie Blue Lips magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Without one she must rely on plane shift. Auntie Nightmare Haunting (1/Day). While on the Ethereal Plane, Auntie Blue Lips magically touches a sleeping humanoid on the Material Plane. A protection from evil and good or magic circle spell prevent this. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 11 (2d10). If this effect reduces the target’s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell, similar magic, or the night hag dies. Reactions Misty Escape. As a reaction, Auntie Blue Lips can vanish in a puff of mist. She is invisible and teleported up to 60 feet away. She is invisible until the start of her next turn. Auntie Blue Lips is a very successful night hag that is comfortable moving between planes in the multiverse. She is not a member of any coven because she can’t be bothered. She owns multiple shops and rarely haunts dreams anymore, preferring to deal in larva, soul coins, gems, or magic items. Her main lair is in Sigil and she is very well known as a being that can procure anything. Auntie Blue Lips has very dense and rough purple skin and lips like any other night hag and she refuses to explain her name to anyone. Her enchanted club, “wocky,” is one of her prized possessions that she claims to have swindled from a kobold demigod. It looks like the petrified leg of a humanoid lizard, covered in pink misshapen knobs. Her enchanted belt appears to be a rusty link of chains, and she rarely ever takes that off. She will deal with anyone who can pay her prices and is more likely to honor a bargain to the letter than her fellow sisters. Her warlock patron is rumored to be a power that resides in the Quasi-elemental Plane of Mineral; she abandoned Cegilune long ago. Auntie Blue Lips has a four-story shop with a two-story 107 PART 10 | BESTIARY


basement as a lair. In this shop she uses elementals as muscle and she employs creatures of all shapes and sizes. She relies on traps and the comfort of doing business in Sigil as protection. Sea Hag, Auntie Shatter Eye Medium fey, chaotic evil Armor Class 14 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 13 (+1) 13 (+1) Saving Throw Str +6, Dex +4, Con +6, Int +4, Wis +4, Chr +4 Skills Arcana +4, Athletics +6, Deception +4, Medicine +4, Nature +4, Stealth +7 if underwater (magic item) Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Common, Giant, Sylvan Challenge 4 (1,100 XP) Amphibious. Auntie Shatter Eye can breathe air and water. Auntie Horrific Appearance. Any humanoid that starts its turn within 30 feet of Auntie Shatter Eye and can see the hag’s true form must make a DC 12 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Sorcerer (Charisma) Spellcasting. Auntie Shatter Eye casts spells as a 7th-level sorcerer (spell save DC 12, +4 to hit will spell attacks). Cantrips (at will): chill touch, fire bolt, minor illusion, poison spray, thorn whip (appears as a knotted length of kelp), true strike 1st level (4 slots): chum, false life, magic missile 2nd level (3 slots): hold person, mirror image 3rd level (3 slots): counterspell, tide mastery 4th level (1 slot): confusion Magic Item Use. Aunties usually have d3 + 1 rare magic items that are useful and understood by the hag. This auntie has the following magic items: +2 trident of fish command that appears bent and covered in barnacles, two large shells covered in runes (each is a magic scroll of silence). She also has a copper ring with a misshapen black pearl that is a ring of underwater chameleon (ring grants double proficiency in stealth and advantage on all stealth checks but only functions if the wearer is completely submerged). (Variant) Weird Magic Items. An auntie hag may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Auntie hags usually have at least one Witch Finger, usually of rare or better quality. This may increase the hag’s CR. Actions Trident. (Trident +2 of fish command). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) magical piercing damage. Claws. Melee Weapon Attack: +6 to hit., reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage. Auntie Death Glare. The sea hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 12 Wisdom saving throw or be reduced to 0 hit points. Fish Command. As long as Auntie Shatter Eye is wielding her +2 trident of fish command, she can, as an action cast dominate beast (DC 15) on a beast that has an innate swim speed. Illusionary Appearance. The sea hag covers herself and anything she is carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect 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 sea hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) checks to discern that the hag is disguised.


Auntie Shatter Eye lairs in sea caves near a very large city. Her lair is completely submerged except for one chamber that is used only for cooking or brewing the virulent poisons she is known for. This large room will have a vented chimney system that exits above the surface in a hidden ridge that is difficult to see from the city. Auntie Shatter Eye is careful to cook or brew poisons during storms, fog, or when the smog from the city is especially thick. She meets with members of a local assassins guild once every new moon to trade poisons for incapacitated children and other terrible things she wants but can’t find underwater. She will only meet in a location that she can be mostly submerged in and force the assassins to fight underwater against dominated sharks if the trade does not go as planned. Other than this she has little interaction with surfacers to include other hags. Auntie Shatter Eye will meet and trade poisons with any hag that bothers to travel to her lair but she is otherwise considered a hermit with an uncanny knack and supernatural talent of making very virulent poisons that have very defined targets. She is rumored to have made one kingdom shattering poison that only worked on 35-38 year-old male half orcs. Regardless of the truth, Auntie Shatter Eye always smiles and winks if asked if that assassination used her poison. Auntie Shatter Eye has a vast and sprawling underwater garden filled with all manner of poisonous sea life and plants. She has gone out of her way to be friendly to both sahuagins and kuo-toas and usually has at least one dominated shark nearby. If she is facing a very determined enemy she will abandon her lair and swim towards the nearest evil aquatic humanoid location and plot her revenge. Auntie Shatter Eye is convinced that not wearing clothes improves her death glare, and has not worn anything remotely resembling clothing in a hundreds years. If she is somehow approached by hopeful customers, she will refuse to discuss terms unless everyone is naked. So far, only the Assassins Guild have agreed to such odd terms. Hag, Grandmother Grandmother is both an honorific and a title used to identify very old and powerful hags. Most auntie hags wait hundreds of years before they collect enough arcane and obscure knowledge to be considered a grandmother. Grandmothers are named a grandmother by another grandmother hag or take power when the previous one was slain. Any hag that is caught causing the end of a grandmother hag is quickly hunted down and killed. Grandmother hags mostly guard against nightshade hags and spend a portion of their time keeping track of all the local hag’s offspring to prevent any forgotten from being born. Grandmothers usually don’t have much success in this endeavor, but proof of any hag creating a forgotten usually ends in the death of the offending hag. All grandmother hags will know of a few permanent or cyclic portals to and from the Feywild. Three grandmother hags rarely create a coven together, but when they do their terrible actions and plots quickly become the stuff of legends. Grandmother covens usually dissolve quickly after whatever threat or plot drove them together. Examples: Annis Hag, Grandmother Riven Sky Bheur Hag, Grandmother Nothing Green Hag, Grandmother Merry Covenstead Night Hag, Grandmother Rapacity Sea Hag, Grandmother Undertow Creating a Grandmother Hag The DM can either modify the example grandmother hags listed below or the DM can create their own. This is the general formula for making grandmother hags. Increase the base hag statistics by the following: Increase the proficiency by 2 Double the hit dice (if you do this for a night hag you will end up with a very powerful hag). Add +3 to Charisma Add the spells of a 14th level spellcaster (most often sorcerer, druid, or warlock). Hags are never clerics. Add an energy immunity that the base hag does not normally have They gain proficiency in Arcana, Nature, and Medicine Give them double proficiency in Deception Give them usable and useful magic items. Don’t forget to give them personality! A DM should strive for AT LEAST a +4 challenge rating increase over the standard hag. Each grandmother hag encountered should be a unique encounter. There is one example grandmother per hag type. Some of the given examples will not adhere to this formula. Nightshade hags are never grandmothers. They either live through a power struggle with a grandmother or die.


Annis Hag, Grandmother Riven Sky Large fey, chaotic evil Armor Class 17 (natural armor) Hit Points 150 (20d10 + 40) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 18 (+4) Saving Throws Str +10, Dex +6, Con +7, Int +6, Wis +7, Chr +9 Skills Arcana +6, Deception +14, Insight +7, Medicine +7, Nature +6, Perception +7 Damage Immunity lightning Damage Resistance cold, bludgeoning, piercing, and slashing from non magical sources Senses darkvision 60 ft., passive Perception 17 Languages Common, Draconic, Giant, Goblin, Primordial, Sylvan Challenge 11 (7,200 XP) Magic Item Use. Grandmothers usually have 1d3 + 1 very rare magic items that are useful and understood by the hag. Grandmother Riven Sky has the following magic items: scroll of transport via plants, scroll of wall of thorns. Ring of xap-yaup (This ring appears to be a simple silver string, but when worn a glowing spark slowly travels the length of the string). While worn this ring will add 6 (1d12) lightning damage to all forms of natural attacks), wand of polymorph. Oldest Hag. Grandmother hags have been using deception for hundreds of years. They have double proficiency with the skill deception. This is reflected in her skills already. Oldest Immunity. Grandmother hags have an immunity to one form of energy damage. Grandmother Riven Sky is immune to lightning damage. Sorcerer (Charisma) Spellcasting. Grandmother Riven Sky casts spells as a 14th-level sorcerer. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She knows the following spells: Cantrips (at will): blade ward, dancing lights, light, part clouds, poison spray, prestidigitation, raven in moonlight, true strike 1st level (4 slots): beauty’s burden, disguise self, fog cloud, hag stream, thunderwave 2nd level (3 slots): invisibility, ray of exhaustion 3rd level (3 slots): counterspell, face off, lightning bolt, suffer my pain 4th level (3 slots): confusion 5th level (2 slots): animate objects, dominate person, insect plague 6th level (1 slot): eyebite, globe of invulnerability, wail of the banshee 7th level (1 slot): finger of death (Variant) Weird Magic Items. Grandmother hags may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Grandmother hags usually have at least one Witch Finger, usually of rare or better quality. This may increase the hag’s CR. Actions Multiattack. Grandmother Riven Sky makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage and 6 (1d12) lightning damage. Claw. Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage and 6 (1d12) lightning damage. Crushing Hug. Melee Weapon Attack: +10, reach 5 ft., Hit: 32 (9d6 + 5) bludgeoning damage and 6 (1d12) lightning damage. Target is grappled (escape DC 16) if it is a large or smaller creature. Until the grapple ends, the target takes 32 (9d6 + 5) bludgeoning damage and 6 (1d12) lightning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way. Grandmother Riven Sky is a powerfully built and misshapen annis hag of unknown age who lairs inside ruins at the base of a mountain. She even claims to have known the original inhabitants if asked; she is always in the mood for conversation. Grandmother Riven Sky will often appear to help travellers or adventurers but she always has a nasty end planned for whoever she helps. She will often be polymorphed into an agreeable shape when she is making contact with potential prey and may even accompany adventurers until they find themselves wounded and tired: suddenly beset upon by a hag. From time to time she will also travel long distances in search of a particular being or group of beings that has wronged a hag in some way. Grandmother Riven Sky has two young blue dragon twins as allies, named Gorrox and Vayalox that will sometimes come to her aid. Eventually the dragon twins and Riven Sky expect to have to kill and loot the other group so their interactions are always guarded and payment is always negotiated before service. Crafty characters may be able to use one group to help destroy the other.


Bheur Hag, Grandmother Nothing Medium fey, chaotic evil Armor Class 18 (natural armor and ring of protection) Hit Points 182 (28d8 + 56) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 12 (+1) 14 (+2) 21 (+5) Saving Throw Str +7, Dex +9, Con +8, Int +7, Wis +8, Chr +11 Skills Arcana +6, Deception +15, Medicine +7, Nature +6, Insight +7, Perception +7, Stealth +8, Survival +7 Damage Immunity cold, necrotic Senses darkvision 60 ft., passive Perception 17 Languages Auran, Common, Giant, Primordial, Sylvan Challenge 14 (11,500 XP) Graystaff Magic. Grandmother Nothing carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. If the staff is lost or destroyed, Grandmother Nothing must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. Her innate spellcasting ability is Charism (spell save DC 18, +10 to hit with spell attacks). As long as she carries the graystaff, she can innately cast the following spells: At will: ray of frost 3/day each: ice storm, wall of ice Ice Walk. The bheur hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement. Magic Item Use. Grandmothers usually have d3 + 1 very rare magic items that are useful and understood by the hag. This grandmother has the following magic items: figurine of wondrous power - obsidian steed, ioun stone of leadership (+2 Charisma is reflected in her stats), ring of protection (reflected in stats), scroll of plane shift. Oldest Hag. Grandmother hags have been using deception for hundreds of years. They have double proficiency with the skill deception. This is reflected in her skills. Oldest Immunity. Grandmother hags have an immunity to one form of energy damage. Grandmother Nothing is immune to necrotic damage. Sorcerer (Charisma) Spellcasting. Grandmother Nothing casts spells as a 14th-level sorcerer (spell save DC 18, +10 to hit with spell attacks). She can cast the following spells: Cantrips (at will): blade ward, dancing lights, light, part clouds, poison spray, prestidigitation, raven in moonlight, true strike 1st level (4 slots): false life, hag stream, mooneye, teal the grey 2nd level (3 slots): mirror image, see invisibility, woe and weal 3rd level (3 slots): counterspell, face off, slow 4th level (3 slots): blight, greater invisibility 5th level (2 slots): cloudkill, hold monster 6th level (1 slot): circle of death 7th level (1 slot): teleport, prismatic spray (Variant) Weird Magic Items. Grandmother hags may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Grandmother hags usually have at least one Witch Finger, usually of very rare or better quality. This may increase the hag’s CR. Actions Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. Grandmother Maddening Feast. The bheur hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 17 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movements, which are erratic. A 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 saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours. Grandmother Nothing is obsessed with death and unlife. This rail-thin bald hag wears thrown-together burlap clothes with all manner of bone and rotting flesh attached to it. Her obsession with death has alienated her from her fellow hags and some even whisper of Grandmother Nothing attempting to achieve lichdom. Her lair is in an ancient and mostly forgotten graveyard in the middle of a dark forest. She has surrounded herself with undead minions that she can communicate with and hasn’t spoken to another hag in over twenty years. Grandmother Nothing is not hunted down and slain by her fellows because of her power and ability to slay nightshade hags. At least three nightshade hags have died to Grandmother Nothing, probably due to Grandmother nothing’s main consort and ally, a completely insane vampire naming itself Prince Lugo. The vampire’s madness has been slowly twisted over time by Grandmother Nothing and it now believes that she is his actual grandmother and lover. Grandmother Nothing’s lair houses nothing living and she will be defended by her lover, vampire spawn, and swarms of bone rats. 111 PART 10 | BESTIARY


Green Hag, Grandmother Merry Covenstead Medium fey, neutral evil Armor Class 17 (natural armor) Hit Points 164 (22d8 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 13 (+1) 18 (+4) 17 (+3) Saving Throws Str +11, Dex +8, Con +10, Int +8, Wis +11, Chr +10 Skills Arcana +5, Deception +11, History +5, Insight +8, Medicine +8, Nature +5, Perception +8, Persuasion +7 Damage Immunity cold Senses darkvision 60 ft., passive Perception 18 Languages Common, Draconic, Giant, Gnoll, Sylvan Challenge 10 (5,900 XP) Amphibious. Grandmother Merry Covenstead can breathe both air and water. Druid (Wisdom) Spellcasting. Grandmother Merry Covenstead casts spells as a 14th-level druid (spell save DC 16, +8 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): druid craft, mending, resistance, thorn whip 1st level (4 slots): animal friendship, cure wounds, fog cloud, fungal bloom 2nd level (3 slots): aberrate, enhance ability, hold person 3rd level (3 slots): call lightning, conjure vile swarm, dispel magic 4th level (3 slots): blight, stoneskin, thorns of death and life 5th level (2 slots): gease, scrying 6th level (1 slots): wind walk 7th level (1 slot): firestorm Grandmother Mimicry. Grandmother Mary Covenstead can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 19 Wisdom (Insight) check. Innate Spellcasting. Grandmother Merry Covenstead’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks. She can innately cast the following spells, without material components: At will: dancing lights, minor illusion, part clouds, raven in moonlight, vicious mockery Magic Item Use. Grandmothers usually have d3 + 1 very rare magic items that are useful and understood by the hag. This grandmother has the following magic items: Thorn Moon amulet (this amulet is a silver circle with very thin white thorny vines that slowly grow and change to reflect the phases of the moon. This amulet grants its wearer a +4 bonus to Wisdom and +1d6 piercing damage to natural attacks (reflected in her stats). This amulet will not work for creatures without the fey type or who are not druids or rangers. 2 potions of cloud giant strength Elven skin cloak (reflected in stats) More information on skin cloaks can be found in Hag Gifts. Oldest Hag. Grandmother hags have been using deception for hundreds of years. They have double proficiency with the skill deception. This is reflected in her skills already. Oldest Immunity. Grandmother hags have an immunity to one form of energy damage. Grandmother Merry Covenstead is immune to cold damage. (Variant) Weird Magic Items. Grandmother hags may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Grandmother hags usually have at least one Witch Finger, usually of very rare or better quality. This may increase the hag’s CR. Actions Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage and 3 (1d6) piercing damage. 112 PART 10 | BESTIARY


Grandmother Illusionary Appearance. The green 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 22 Intelligence (Investigation) check to discern that the hag is disguised. Invisible Passage. The green 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. Grandmother Merry Covenstead leads a coven of herself and two great-granddaughters, both normal green hags; they masquerade as traveling fortune tellers and herbalists attached to a circus caravan. The coven uses a heavily enchanted wagon pulled by a pair of jet black and blind oxen, rumored to be were-oxen. The oldest and most respected of the circus troupe know what the “weird” sisters are but have come to rely on them for protection and their ability to draw crowds. Nonetheless, the troupe has begun to gain a reputation for dark and forbidden acts, which of course draws even more customers. Night Hag, Grandmother Rapacity Medium fiend, chaotic neutral Armor Class 18 (natural armor) Hit Points 224 (30d8 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 16 (+3) 19 (+4) 14 (+2) 19 (+4) Saving Throw Str +12, Dex +11, Con +11, Int +12, Wis +10, Chr +12 Skills Athletics +12, Arcana +12, Deception +20, Insight +10, Medicine +10, Perception +10, Persuasion +12, Religion +11, Stealth +11 Initiative +8 Damage Immunity thunder Damage Resistance acid, cold, fire, lightning; all piercing; bludgeoning and slashing from non magical attacks not made with silvered weapons Condition Immunities charmed Senses darkvision 60 ft., passive Perception 20 Languages Abyssal, Common, Infernal, Primordial, Sylvan, Undercommon, reads all languages Challenge 19 (22,000 XP) Dark One’s Blessing. If Grandmother Rapacity reduces a target to 0 hit points, she gains 21 temporary hit points. Dark One’s Luck (1/Day). Add 1d10 to a skill check or ability saving throw, after the roll. Feat - Alertness. This hag has a +5 to initiative rolls (included in the statistics). Innate Spellcasting. Grandmother Rapacity’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks. She can innately cast the following spells, without material components: At will: detect magic, part clouds, magic missile, raven in moonlight 2/day each: hag stream, plane shift (self only), ray of exhaustion, sleep 1/day each: dream eater, face off, teal the grey Warlock (Charisma) Spellcasting. Grandmother Rapacity casts spells as a 17th-level warlock (spell save DC 20, +12 to hit with spell attacks). She knows the following spells: Cantrips (at will): chill touch, eldritch blast, prestidigitation, true strike 1st - 5th level (4 5th-level slots): blight, cloud of daggers, contact other plane, dimension door, dispel magic, fly, hallow, hellish rebuke, hex, hunger of hadar, polymorph, scrying, spider climb


6th level (1 slot): true seeing 7th level (1 slot): forcecage 8th level (1 slot): power word stun 9th level (1 slot): imprisonment Eldritch Invocations. Grandmother Rapacity can cast alter self, invisibility (in dim light or darkness), and speak with dead, at will. She can telepathically see through the eyes of her familiar as long as they are on the same plane. Magic Resistance. This hag has advantage on saving throws against spells and other magical effects. Magic Item Use. Grandmother Rapacity has plied the soul trade for centuries, and those resources have kept her well equipped and prepared to deal with surprises. She uses the following magical items: “Pernicon Paddle-staff,” spear +3, pain skewer. Large or smaller targets that are hit by this staff must make a DC 15 Dexterity saving throw or take an additional 9 (2d8) slashing damage as the bladed halfmoon end of the staff snaps shut. The target is also grappled (escape DC 16). Each failed attempt to escape grapple causes 9 (2d8) slashing damage. The wielder can, as a bonus action, release a grappled target. A target can only be grappled once by this weapon per turn. The wielder of the Pernicon is immune to memory loss, modification, or the waters of the River Styx (unless fully submerged or drunk). The Pernicon Paddle-staff has been in Grandmother Rapacity’s possession for a long time. This item and her unusual cunning has made her very wealthy and respected in the Lower Planes when she realized she could be halfsubmerged in the Styx and skewer souls as they arrived, before others could collect them. Grandmother Rapacity also has a ring of telekinesis, and a ring of acid resistance. Oldest Hag. Grandmother hags have been using deception for hundreds of years. They have double proficiency with the skill deception. This is reflected in her skills already. Oldest Immunity. Grandmother hags have an immunity to one form of energy damage. Grandmother Rapacity is immune to thunder damage. (Variant) Weird Magic Items. Grandmother hags may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Grandmother hags usually have at least one Witch Finger, usually of very rare or better quality. This may increase the hag’s CR. Actions Multiattack. Grandmother Rapacity makes three attacks: two with her “Pernicon Paddle-staff,” and one with her thunder burst. Pernicon Paddle-Staff. Melee Weapon Attack: +15 to hit, reach 10ft., one target. Hit: 13 (2d6 + 7) piercing damage. Large or smaller targets that are hit by this staff must make a DC 15 Dexterity saving throw or take an additional 9 (2d8) slashing damage as the bladed halfmoon end of the staff snaps shut. The target is also grappled (escape DC 16). Each failed attempt to escape grapple causes 9 (2d8) magical slashing damage. Grandmother Rapacity can, as a bonus action, release a grappled target. A target can only be grappled once by this weapon per turn. Grandmother Rapacity can not make attacks with this weapon while a target is grappled. Claws (Hag Form Only). Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 4) slashing damage. Thunder Burst. Grandmother Rapacity stomps her foot which causes a burst of 19 (3d12) thunder damage to all targets within 15 ft. unless they succeed on a DC 20 Charisma saving throw, or no damage on a successful save. Change Shape. Grandmother Rapacity magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form when she dies. Etherealness. Grandmother Rapacity magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession. Without one she must rely on plane shift. Grandmother Nightmare Haunting. Grandmother Rapacity has not had access to this power in over two centuries. She claims to have forgotten about it if asked by other hags. She doesn’t share the fact, but she suspects it's her turn from ugliness that prevents her from doing this. She has become convinced that Cegilune will soon turn her favor away from her and is desperately seeking another form of immortality while also planning to kill Cegilune Hurl Through Hell (1/Day). When Grandmother Rapacity strikes a target she can hurl that target through Hell. They disappear, taking 55 (10d10) psychic damage if not a fiend. The target reappears in the nearest unoccupied space at the beginning of its next turn. Grandmother Rapacity is a very well-known and protected merchant of the Lower Planes. She has a multitude of shops mostly dealing in bulk gold or souls. She has gotten used to this and will often offer trade first if she meets sentient creatures in her travels. Though she travels alone in search of valuable items and souls she is owed many favors and will be quickly aided if attacked. She uses many forms but favors the guise of a middle-aged powerfully toned chocolate skinned half-orc. This is the form that she is most recognized as, and will almost always use it for commerce. The persistent use of this form has eroded this hag’s inherent distaste for beauty. Grandmother Rapacity has not worn her own skin in over 200 years. 114 PART 10 | BESTIARY


Grandmother Rapacity was once entreated to return to the Material Plane plane and help slay a powerful nightshade hag. She laughed and boasted that no nightshade would dare attack her in the lower planes, and that hags should fend for themselves. At first the other grandmother hags were enraged by her indifference until Grandmother Rapacity slew the nightshade hags known as Grinning Agony and Yapping Yellow Teeth somewhere in Acheron. Due to this victory, the nightshade hags have left the Lower Planes alone, in the hopes of not angering Grandmother Rapacity into acting against them on the Material Plane. Grandmother Rapacity’s lair enjoys a legendary status in Sigil, similar to such dungeons as Undermountain and the Palladium Halls. Her lair is a series of dungeons under the smashed ruins of an ancient city in Acheron. Grandmother Rapacity is rarely in her lair, but leaves it well protected and has the uncanny ability of plane shifting to her lair if it is attacked. She will often take living prisoners, especially if they are adventurers, and strand them in sigil to warn others against trying to raid her lair, which of course has the intended effect of causing more fools to try and raid her lair. Grandmother Rapacity is vastly more powerful than the rest of the grandmothers due to the Pernicon Paddle-staff, arguably a minor artifact in its own right, her immunity to the River Styx, her very long life, and her peculiarities that have led her to have a well-known “adventurer’s trap” dungeon as a lair. She is a frequent NPC in the author’s campaigns, especially if the characters are visiting other Planes or if the characters are quite a bit more morally flexible than most. The other grandmothers whisper that she is the cause of the Nightshade hag menace and what they call, “the beauty rebellion.” Grandmother Rapacity will quickly come into direct conflict with Cegilune but that is a story for another time. Sea Hag, Grandmother Undertow Medium fey, chaotic evil Armor Class 14 (natural armor) Hit Points 104 (14d8 + 42) Speed 30 ft., swim 50 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 13 (+1) 16 (+3) Saving Throw Str +7, Dex +5, Con +7, Int +5, Wis +5, Chr +7 Skills Arcana +5, Athletics +7, Deception +11, Medicine +5, Nature +5, Perception +5 Damage Immunity psychic Senses darkvision 60 ft., passive perception 15 Languages Abyssal, Aquan, Common, Giant, Sahuagin, Sylvan Challenge 6 (2,300 XP) Amphibious. Grandmother Undertow can breathe air and water. Grandmother Horrific Appearance. Any humanoid that starts its turn within 30 feet of Grandmother Undertow and can see the hag’s true form must make a DC 15 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag. Sorcerer (Charisma) Spellcasting. Grandmother Undertow casts spells as a 14th-level sorcerer (spell save DC 15, +7 to hit with spell attacks). She can cast the following spells: Cantrips (at will): chill touch, fire bolt, minor illusion, poison spray, thorn whip (appears as a knotted length of kelp), true strike 1st level (4 slots): chill touch, chum, false life, light, mage hand, shocking grasp 2nd level (3 slots): hag stream, hold person, inkweave 3rd level (3 slots): gaseous form, still water, tide mastery 4th level (3 slots): confusion, dominate beast, greater invisibility 5th level (2 slots): cone of cold, dominate person, wall of stone 6th level (1 slot): disintegrate 7th level (1 slot): etherealness Magic Item Use. Grandmothers usually have d3 + 1 very rare magic items that are useful and understood by the hag. This grandmother has the following magic items: +1 javelin, returning that glows a faint pink if submerged in seawater. If thrown at a target it returns to Grandmother Undertow’s inventory at the beginning of her next turn. She also has a rope of entanglement, and a bracer of mermaid scales, that increases her swim feet by +10 ft. (already included in her statistics). Oldest Hag. Grandmother hags have been using deception for hundreds of years. They have double proficiency with the skill deception. This is reflected in her skills already. Oldest Immunity. Grandmother hags have an immunity to one form of energy damage. Grandmother Undertow is immune to psychic damage. 115 PART 10 | BESTIARY


(Variant) Weird Magic Items. Grandmother hags may have 1 or 2 hag gifts or hag weirds. These can be anything the DM dreams up, come from any other source the DM has access to, or chosen from Chapters 5 and 8. This may increase the hag’s CR. (Variant) Witch Finger Use. Grandmother hags usually have at least one Witch Finger, usually of very rare or better quality. This may increase the hag’s CR. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) slashing damage. Javelin. Melee Ranged Attack: +8 to hit, range 30/120 ft., Hit: 7 (1d6 + 4) magical piercing damage. This javelin, if thrown, returns to Grandmother Undertow’s inventory at the beginning of her next turn. Grandmother Death Glare. The sea hag targets one frightened creature she can see within 30 feet of her,. If the target can see the hag, it must succeed on a DC 15 Wisdom saving throw or be reduced to 0 hit points. Illusionary Appearance. The sea hag covers herself and anything she is carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect 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 sea hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) checks to discern that the hag is disguised. Grandmother Undertow lives in a forgotten section of sewers under a large port city. She has collapsed all ground access to her lair and enters and exits it through a maze of underground and underwater tunnels that emerge roughly 600 feet from the docks. Grandmother Undertow considers herself a connoisseur of child flesh and has very particular tastes matched with her incredible patience. She will study a noble’s child for weeks before deciding when and how to grab them. She always leaves an ancient gold coin from a sea wreck she looted as a calling card before she escapes to drown her next meal. The peasantry has named this child snatcher Just Desserts and they spin all manner of tales about whatever or whoever is snatching the children. Quietly, some of the peasants even side with the child snatcher, because the children are always from rich families. The wealthy tend to band together and hire investigators but they always come up empty-handed. Grandmother Undertow a.k.a. Just Desserts will only snatch 3 to 4 children each year. Grandmother Undertow has taken to feeding the children’s bones to sharks hoping that one of them will be caught with a belly of children’s bones but so far her latest entertainment has not come to fruition. Hag, Young Medium Fey, chaotic evil Armor Class 12 (natural armor) Hit Points 18 (4d8) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 13 (+1) 10 (+0) 13 (+1) 11 (+0) 13 (+1) Skills Arcana +3, Medicine +2, Nature +2 Senses darkvision 60 ft., passive perception 10 Languages Common, Sylvan Challenge ¼ (50 XP) Fulfilled Promise. Young hags are notoriously hard to control, even by other hags, and have advantage on all Charisma saving throws. Sorcerer (Charisma) Spellcasting: Young hags cast spells as a 2nd-level sorcerer (spell save DC 11, +3 to hit with spell attacks). They can cast the following spells: 116 PART 10 | BESTIARY


Cantrips (at will): chill touch, part clouds, raven in moonlight, poison spray 1st level (3 slots): false life, magic missile, shield Actions Claws. Melee Weapon Attack: +3 to hit, reach 5ft., Hit: 4 (1d6 + 1) slashing damage. Young hags are the female children of hags, aged 13 to 15, undergoing their two year transformation into a hag. They are usually filthy, their hands slowly becoming claws, and they are sometimes described as feral hags. Young hags that are left to fend for themselves usually end up easy prey to organized peasants, guards, or adventurers due to their almost thoughtless need to kill and eat. Young hags under the tutelage of an older hag tend to fare better, but even these will sometimes run off without notice. Young hags that find a quick and untimely death are never avenged. The aunties and grandmothers see this three year period in a hag’s life as a proving time that weeds out the stupid or weak. Young hags ritually cut their skin, obsessively not bathe, and do whatever else they can dream up to become as ugly as possible. Whatever beauty they had in life is quickly snuffed out, replaced by an evil will. A young hag that makes it to her 16th birthday wakes up a full hag, with her first form usually matching the form of her mother. These brand new hags usually form covens with each other or their mother if they are lucky. Hag in Waiting Small humanoid female child, any Armor Class 10 (natural armor) Hit Points 3 (1d6) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-1) 10 (+0) 10 (+0) 12 (+1) 10 (+0) 13 (+1) Skills Arcana +3, Medicine +2, Nature +3 Senses passive perception 10 Languages Common, some Sylvan Challenge 0 (10 XP) Apprentice Spell Use (1/Day). She casts poison spray. Spell DC is 9 and fails 10% of the time. Wasted Promise. If a hag in waiting dies within sight of the hag that has been preparing her, that hag has advantage on all die rolls for her next 3 turns as she focuses all her rage and anger on whatever killed the hag in waiting. Actions Unarmed Attack. Melee Weapon Attack: +1 to hit, reach 5ft., Hit: 1 bludgeoning damage. This attack is made at a disadvantage unless the target is also being attacked by a creature within 5 feet of it. Hags in Waiting, or grand daughters, if they are being referred to around strangers, are impossible to tell apart from any other humanoid female child. Hags in waiting are humans most of the time but any humanoid female less than 13 years in age can be a hag in waiting. Hags in waiting tend to be prettier and smarter than average and take to herbalism, medicine, and nature studies quickly. There are two types of hags in waiting. Some are the actual children of hags who will turn into a hag at age 13 regardless of being tutored or mentored by a hag. Then there are those who are slowly being molded and nudged down a dark path by a hag. These can be apprentices at an herbalist shop run by a hag, female servants in a wilderness lair, orphans and exiles that find a home with a hag, etc. In game terms, these girls become young hags on their 13th birthday unless they are convinced to leave the hag’s presence and manipulations. A girl will avoid becoming a hag if they willingly turn from that path, but no compulsion or charm, except for a wish, can save a girl willing to become a hag. Hags are by no means completely upfront with a hag in waiting and some of them don’t have all the consequences explained before they become young hags. Those who are being tricked or manipulated are referred to as granddaughters by a hag until they are “ready to hear the truth.” Those who have accepted their fate are openly called hags in waiting by other hags and each other. 117 PART 10 | BESTIARY


A hag can only have as many hags in waiting equal to her Charisma ability score bonus plus two. As an example, the average sea hag has a Charisma bonus of +1 so she can only train three hags in waiting at a time. Nightshade Hag Template (Attach 10 to 20 levels of Sorcerer, Druid, or Warlock) Medium fey, lawful evil Armor Class 17 (natural armor) Hit Points 96 (12d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3) Skills Arcana +5, Nature +5, Persuasion +6 Saving Throws proficient in all Senses darkvision 60 ft., passive perception 16 Languages Common, Draconic, Sylvan, Infernal Challenge Template can only be added to 10 character levels, making them CR 15 Amphibious. This hag can breathe air and water. Cantrip Versatility. Nightshade hags can select cantrips from the Druid, Sorcerer, or Warlock spell lists. Combined Proficiency. Nightshade hags have a combined proficiency with their spellcasting class. Add 3 to the proficiency bonus given to their class. Assuming the Nightshade Hag was a 10th-level spellcaster, then the nightshade hag’s proficiency will be 7 as a minimum. Inevitable Will. Nightshade hags, in their hag form, have advantage on any Charisma skill contests and saving throws if they can see the creature responsible for the effect or spell they are attempting to resist. Magic Resistance. Nightshade hags have advantage on saving throws against spells and magical effects. Skill Advantage. Nightshade hags have advantage on all Arcana and Nature skill checks. Spellcasting (as level 10+ class). Nightshade hags casts spells as their spellcasting class. Actions Claws (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (2d6 + 1) slashing damage. This assumes that Dexterity is higher than Strength. Change Shape. Nightshade hags can magically polymorph into their pre-hag transformation form and back again as a bonus action. Nightshade hags can cast spells in either form. Gaze Attack (1/Day). As a bonus action, a nightshade hag can gaze attack one sentient creature within 60 ft. of her. This gaze attack is resolved as a Charisma contest. If the target fails then the target gains the paralyzed condition for 3 (1d4 + 1) rounds. The target is not allowed a saving throw to remove the paralyzed condition but the paralysis will end if the nightshade hag moves more than 60 ft. away


from it or if the target can no longer see the hag for any reason. If the hag fails the Charisma contest then she is stunned until the end of her next round. On a tie both the hag and the target gain the restrained condition until it is the hag’s next combat round, when she can break the gaze attack or attempt it again, but against the same target only. The hag will use her Inevitable Will feature with this gaze attack. Nightshade hags have names that are overly dramatic and macabre. While in their true form, they have smooth black skin that is almost purple: resembling ripe nightshade berries. Their hair is an impossible mass of green locks, often covered in talismans or bones. While in hag form a nightshade hag will usually not bother to wear clothes unless communicating with a hag that isn’t under her sway: going to great lengths to mask her beauty. Nightshade hags are very rare. They come into existence when a forgotten has lived a long fruitful life and decided to transform into a hag to avoid her mortality. Most forgotten transform into the common hag varieties, but a few end up as nightshade hags. In game terms, only a forgotten with 10 or more spellcaster levels transforms into a nightshade hag. Those forgotten who successfully transform immediately upset the established power balance of the local hags. The arrival of a nightshade always ends with either a dead grandmother coven or a dead nightshade. This is why grandmother hags go to such lengths to find and kill forgotten. Nightshade hags tend to be physically weak so they surround themselves with powerful minions and prefer using spells during violent confrontations. Nightshades never form nightshade covens and never join a coven of hags. Nightshade hags tend to treat each other coldly and suspiciously. This internal rivalry and the systematic destruction of discovered forgotten keeps the population of nightshade hags very low. Those nightshades who succeed in bending the local hags to their will end up being called some version of Queen or equivalent female honorific. Once a nightshade has established her will, her ambitions usually end at the end of hag controlled territory. The Witch Hunters warn of an inevitable nightshade Empress with the power to command other queens, and the terrible threat this would pose to the region. They usually use this as a main point when asking local nobles and lords for funds. Nightshade hags, after their time living as humanoids, tend to be more equipped to negotiate, plan strategically, and deal with civilized neighbors. They also see the utility in physical beauty, often using their previous forms when dealing with non-hags. Nightshade hags make mutually beneficial pacts with neutral or evil Rangers and Druids and quickly enforce a lawful but brutal order in their regions. Nightshade Hag, Herra, Queen of the Chittering Muck Medium fey, lawful evil Armor Class 18 (natural armor) Hit Points 320 (12d8 + 10d6 + 66) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 12 (+1) 16 (+3) 16 (+3) 14 (+2) 20 (+5) Skills Arcana +10, Nature +9, Perception +9, Persuasion +12, Insight +9, Medicine +9, Deception +12, Intimidation +13 Saving Throws Str +8, Dex +8, Con +10, Int +10, Wis +9, Cha +12 Senses darkvision 60 ft., passive perception 19 Initiative +2 Languages Common, Draconic, Sylvan, Infernal, Abyssal, Primordial Challenge 16 (15,000 XP) Amphibious. Herra can breathe air and water. Inevitable Will. Nightshade hags, in their hag form, have advantage on any Charisma skill contests and saving throws if they can see the creature responsible for the effect or spell they are attempting to resist. Magic Resistance. Nightshade hags have advantage on saving throws against spells and magical effects. Metamagic. Herra has 9 sorcery points to use with Distant Spell, Heightened Spell, and Subtle Spell. Metamagic is explained further in the Player’s Handbook. Skill Advantage. Nightshade hags have advantage on all Arcana and Nature skill checks. Sorcerer (Charisma) Spellcasting. Herra casts spells as a 10th-level sorcerer (spell save DC 22, +12 to hit will spell attacks). She can cast the following spells: Cantrips (at will): blade ward, dancing lights, druidcraft, fire bolt, minor illusion, poison spray, thorn whip 1st level (4 slots): burning hands, hellish rebuke 2nd level (3 slots): mirror image, see invisibility, spider climb 3rd level (3 slots): fireball, slow 4th level (3 slots): blight, polymorph 5th level (2 slots): hold monster, insect plague Herra was made using Sorcerer Origins - Summer Court Fey, https://www.dmsguild.com/product/240772/SorcerousOrigin-FeyTouched. Witch Finger. Herra always displays her own ritually severed finger on a gold chain at her waist, Herra is granted the following powers): Spell DCs are 22 (reflected in her stats) Armor Class is 18 (reflected in her stats) Intimidation Skill is +13 (reflected in her stats) 119 PART 10 | BESTIARY


Initiative is +2 (reflected in her stats) Gaze attack can be used on two targets at once (1/day): Recall a spell slot up to 4th-level (1/day): Spell targets -1 to spell save (1/day): Reroll damage result for a spell (1/day): Add 250 square feet to the area of effect of a spell as long as extra area is contiguous with itself and original spell area. Weirds and Magic Items. Herra uses the following magic items: "Mother’s Rib” dagger +2, piercing, quick. Mother’s Rib ignores resistance against piercing damage. A target with immunity to piercing damage is considered to only have resistance to this weapon. If the target has no resistance to piercing then the target is vulnerable to this weapon’s damage. Mother’s Rib allows for an extra attack when the attack action is used with it. Herra sought out and killed the hag that birthed her long ago. She has fashioned one of her mother’s rib bones into a magical serrated long knife (dagger). Seed Satchel. Herra’s seed satchel contains 21 seeds. Ring of thunder crack. Herra can, instead of moving her speed, use this ring to loudly teleport herself and one willing adjacent ally up to 300 feet away. This effect is exactly the same as a 5th spell-level thunder step, found in Xanthar’s Guide to Everything. Dimension door can be used as a substitute. Herra claims to have made this ring out of a petrified Storm Giant. Whenever asked which part she used to make the ring, she tends to gesture suggestively or claims outright to have used its genitals. Either way, this unique 4 pound ring looks like dull brown stone with a space hollowed out for a finger. Herra can use this ring once every three hours. Actions Multiattack. Herra makes two attacks with her dagger. Claws (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (2d6 +1) slashing damage. Dagger (Mother’s Rib). Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. This dagger reduces piercing resistance. Change Shape. Herra can magically polymorph into her previous form and back again as a bonus action. She can cast spells in either form. Her previous form is that of a middle-aged attractive half-elf with raven black hair. Gaze Attack (1/Day). As a bonus action, Herra can gaze attack up to two sentient creatures within 60 ft. of her. This gaze attack is resolved as a Charisma contest. If the target fails then the target gains the paralyzed condition for 3 (1d4 + 1) rounds. The target is not allowed a saving throw to remove the paralyzed condition but the paralysis will end if Herra moves more than 60 ft. away from it or if the target can no longer see the hag for any reason. If Herra fails the Charisma contest then she is stunned until the end of her next round. On a tie both the hag and the target gain the restrained condition until it is the hag’s next combat round, when she can break the gaze attack or attempt it again, but against the same target only. Herra will use her Inevitable Will feature with this gaze attack. Illusionary Movement (1/Day). If Herra casts a spell of 1st-level or higher, she can, as a bonus action, turn invisible at the end of her turn. Herra was declared Queen of the Chittering Muck when she slew the two grandmother hags in a large swamp known for its evil druid groves, hags, poisonous bogs, trolls and an out of place hillock filled with treants. Herra has left the treants alone, hoping to slowly turn most of them into hag trees over time. Herra’s continued survival against nearby powers is her usefulness. She has guaranteed the safety of merchants as long as they don’t wander from a prescribed road, built and patrolled by her minions and mercenaries. Merchants were reluctant at first, but some have started calling “The Chittering Way,” the safest road around. Her elite hobgoblin mercenaries charge a small toll, brutally enforce draconian laws, and her road has now become one of the safest paths to transport goods. At the center of this new road is a trading town, called Midden, where anything is for sale and all crimes are punished with maiming or death. In the words of one Merchant Consortium, “Herra has made herself indispensable.” 120 PART 10 | BESTIARY


Ogre, Hagspawn Large giant, neutral evil Armor Class 11 (hide armor) Hit Points 59 (7d10 + 21) Speed 40 ft. STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 8 (-1) 8 (-1) 10 (+0) Senses darkvision 60 ft., passive Perception 9 Languages Common, Giant Challenge 2 (450 XP) Leadership. Ogres within 30 ft. of a hagspawn have advantage on any saving throw to resist the frightened condition. Actions Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage. Hagspawn are often found leading ogres due to their slightly higher Intelligence and Wisdom. Hagspawn are also much better at communicating than an average ogre and will sometimes manage to get the other ogres to behave and fight with a semblance of tactics. Hagspawn usually have no idea that their mother was a hag. Hagspawn look like ogres with less bestial features and most have a glint of malevolent intelligence in their eyes. Hagspawn are more likely to use better weapons, bathe (on purpose), and otherwise maintain themselves. If something is inspecting a hagspawn and succeeds at an DC 15 Intelligence (Investigation) check, they will realize that there is some fey blood in the “ogre,” and with a DC 20 success they will realize that the ogre, is infact, a hagspawn. Hagspawn that survive to adulthood are rare and only roughly 1 in 200 ogres are hagspawn. Virinik the Only is a dangerous hagspawn that guards his mother, Auntie Frigid Hearth. He is an example of hag patience, brain-washing, and ruthless cruelty. He is much more powerful than a normally encountered hagspawn and is fully aware of who his mother is. 121 PART 10 | BESTIARY


Virinik the Only Large giant, lawful evil Armor Class 19 (plate armor and ring of protection) Hit Points 147 (15d10 + 60) Speed 40 ft. STR DEX CON INT WIS CHA 22 (+6) 10 (+0) 19 (+4) 11 (+0) 12 (+1) 9 (-1) Skills Athletics +11, Nature +6, Survival +6 Saving Throws Str +12, Dex +1, Con +10, Int +1, Wis +7, Chr +0 Senses darkvision 60 ft., passive Perception 11 Languages Common, Elven, Giant, Gnomes, Sylvan Challenge 8 (2,900 XP) Brutal Critical. If Virinik scores a critical hit with a spear then the damage dice are tripled. Brutal Indoctrination. When in doubt Virinik will either do nothing or consult his mother before acting. If Virinik sees Auntie Frigid Hearth killed or sees proof of her death he will be stunned until the beginning of his next turn. If he survives then he will do everything in his power to escape with her corpse. Brutal Leadership. Ogres within 30 ft. of Virinik have advantage on any saving throws to resist all spells of the enchantment or illusion schools of magic. Colossus Slayer. Targets hit by Virinik take an additional 4 (1d8) damage if they are below half hit points. Favored Enemy - Elves, Gnomes, and Humans. Virinik has advantage on any Wisdom (Survival) checks to track elves, gnomes, or humans. Favored Terrain - Mountains. Intelligence and Wisdom skill checks about mountain terrain have a +5 modifier. Fighting Style - Spear. Virinik gets a +2 to hit with a thrown spear. Heavy Armor Master. While wearing heavy armor, Virinik has Adaptation (3/nonmagical weapons). Landstride. Virinik suffers no movement penalty for nonmagical difficult terrain, passes through nonmagical plants without damage or movement penalty, and has advantage against plant magic or magic that uses plants. Magic Resistance. Virinik has advantage on saving throws against spells and magical effects. Magic Items. Virinik fights with the only gift his mother ever gave to him: “Gift,” large spear +1, made entirely out of dragon bone with a dark-red obsidian spearhead. He has started to decorate the spear with the ears of elves he has slain. Virinik is also hiding a beautiful silver elven ring (ring of protection +1) from his mother and removes it whenever he is near his mother. Sole Survivor. Virinik casts spells as a 8th-level ranger (spell save DC 14, +6 to hit with spell attacks). He knows the following spells: 1st level (4 slots): detect poison and disease, longstrider 2nd level (3 slots): beast sense, pass without trace, silence Steel Will. Advantage on all saving throws to prevent the frightened condition. Actions Multiattack. Virinik attacks twice with all weapons. Large Spear (Gift). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 16 (2d8 + 7) or 20 (3d8 + 7) against targets with less than half of their hit points. Throwing Spears. Ranged Weapon Attack: +13 to hit, range 40/120 ft., one target. Hit: 13 (2d6 + 6) or 16 (3d6 + 6) against targets with less than half of their hit points. Virinik the Only is a unique hagspawn that is the sole survivor of a recent experiment by the hags to make something “useful” out of hagspawn. He was the only hagspawn of the original 73 to survive the indoctrination and brutal twenty-year training program. The experiment was then cancelled by the grandmothers when they realized that Virinik’s indoctrination was overly effective as he refused to take their orders and would only listen to his mother, Auntie Frigid Hearth. He is said to have single handedly slain an annis hag that was sent to destroy him when his mother was away. The grandmothers are now ignoring his existence, knowing that Virinik will die of old age eventually. But Auntie Frigid Hearth’s demise will need to be helped along. The grandmothers have begun to plot her death and they are not being quiet about it in the hopes that she will finally kill her son. Virinik means more to Auntie Frigid Hearth than she realizes herself and she will fight to the death to avenge Virinik if he dies. Virinik is fiercely loyal to Auntie Frigid Hearth and is one of her few trusted minions that is allowed full access to her lair. When not given a specific task or other job he will make week-long patrols and scouting missions in the general vicinity of Auntie Frigid Hearth’s lair. These missions never keep Virinik more than a day’s hard travel away from her lair. Virink appears to be a tall, fit, and very dangerous ogre that some maniac fitted with dull brown full plate armor. He speaks rarely but is quick to judge if he can overcome a foe or not, for his first mission is to observe and warn Auntie Frigid Hearth of enemies. He will quickly disengage or avoid threats and report back, often leaving ogres behind to engage with and slow down the threat as he makes a hasty return to the lair. 122 PART 10 | BESTIARY


Appendix A: Nonplayer Characters Angry Mob Huge swarm of Medium humanoids, chaotic neutral Armor Class 11 Hit Points 128 (15d12 + 30) Speed 30 ft. STR DEX CON INT WIS CHA 17 (+3) 12 (+1) 14 (+2) 7 (-2) 7 (-2) 9 (-1) Saving Throws Str +7 Damage Resistances bludgeoning, piercing, slashing; psychic Condition Immunity charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses passive Perception 8 Languages any humanoid Challenge 7 (2,900 XP) Mob Madness. Any creature attempting to reason with an angry mob has disadvantage on their ability checks. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a medium humanoid. The swarm can’t regain hit points or temporary hit points. Actions Multiattack. An angry mob will tear apart any and all creatures that are in or adjacent to its occupied space with its tear apart action. An angry mob will use hold down against one target if it has not moved this turn. Tear Apart. Melee Weapon Attack +7 to hit, reach 5 ft., each target in or adjacent to the swarm’s space. Hit: 25 (4d10 + 3) bludgeoning damage and 4 (2d4) fire damage, or 11 (2d10) bludgeoning damage and 2 (1d4) fire damage if the angry mob is reduced to half its original hit points. Hold Down. Melee Weapon Attack: +7 to hit, reach 5 ft., one creature in the same space occupied by the angry mob. Hit: 11 (2d10) bludgeoning damage. Target hit by hold down must make a DC 17 Strength saving throw or be restrained and prone. The DC is 13 if the angry mob is at half or lower hit points. Angry mobs can only hold down one target per turn. Trample. Any Medium or smaller creature that starts its turn prone and inside the space of an angry mob is also trampled for 14 (4d6) bludgeoning damage or 7 (2d6) bludgeoning damage if the angry mob is at half or lower hit points. Angry mobs are notoriously hard to control once they form and can easily turn against an agitator, but often an angry mob forms after a long period of growing anger or in reaction to something that truly violates cultural norms. An angry mob behaves as a single press of bodies bereft of normal morality and behavior associated with otherwise rational humanoids. An angry mob could tear a pregnant creature to pieces if it got worked up enough or burn down a village, even if some in the mob end up burning their own houses. Many monsters and monster slayers have met their end at the hands of an angry mob. Angry mobs usually have lit torches or other means to light things on fire and any structure adjacent to an angry mob that is not currently attacking something can begin to take fire damage up to the discretion of the DM. Master Herbalist Medium humanoid (any race), any Armor Class 10 Hit Points 22 (4d8 + 4) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 11 (+0) 13 (+1) 15 (+2) 15 (+2) 11 (+0) Saving Throws Wis +4 Skills Arcana +4, History +4, Investigation +4, Medicine +4, Medicine +4, Nature +4 Damage Resistance poison Senses passive Perception 12 Languages Common and two others Challenge 1/2 (100 XP) Lifetime of Study. A master herbalist will have a variety of books and tomes at their disposal that will grant them advantage on all checks to craft or identify herbal remedies and poisons if they have at least 10 minutes to study or prepare. Old Ways. A master herbalist can reproduce most 1st-level cleric and druid spells as herbal potions and elixirs. These tend to be complex, expensive, and time consuming. A master will only have a few readily on hand. Potion Use. A master herbalist will usually have one or two of the following on hand: potion of climbing, potion of hill giant strength, potion of growth, or potion of resistance. Actions Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage. 124 APPENDIX A


A true master herbalist has spent their entire life learning from another master, but some are failed wizards or those who can just barely manipulate the weave of magic. A master herbalist knows a little bit about many different subjects and often acts as the school teacher in villages and towns. Every herbalist can make a few potions, but usually only the neutral, evil, or desperate are willing to take the risk of being caught selling poisons. A master herbalist will usually have between 2 and 5 apprentices (commoners) helping them gather materials or performing day to day tasks. Depending on the culture surrounding a master herbalist, they may have more power and influence than an elected official or other leader. If a hag has reason to set up a temporary lair in a town or village she will usually pretend to be a master herbalist and will have a complex and far ranging story as to where she grew up and what happened to the previous herbalist. Swanmay Druid Medium female humanoid, any good Armor Class 13 Hit Points 82 (12d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 13 (+1) 19 (+4) 13 (+1) Saving Throws Int +4, Wis +7, Chr +4 Skills Animal Handling +10, Nature +4, Perception +7, Survival +7 Senses passive Perception 17 Languages Common, Druidic, Elven, Sylvan Challenge 8 (3,900 XP) Animal Empathy. A swanmay has double proficiency in animal handling (included in stats). Magic Resistance. A swanmay has advantage on saving throws to resist spells and other magical effects. Magic Weapons. A swanmay’s attacks are magical. Spellcasting. The swanmay is a 12th-level druid. Her spellcasting ability is Wisdom (spell save DC 15 , +7 to hit with spell attacks). She has the following druid spells prepared: Cantrips (at will): druidcraft, mending, resistance, shillelagh 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals 2nd level (3 slots): beast sense, hold person, pass without trace 3rd level (3 slots): dispel magic, speak with plants, water breathing 4th level (3 slots): control water, dominate beast, stoneskin 5th level (2 slots): insect plague, tree stride 6th level (1 slot): wind walk Actions Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 3) Change Shape (2/Day). The swanmay magically polymorphs into a beast with a challenge rating of 1 or less, and can remain in this form for up to 6 hours. This feature is exactly the same as the druid feature: Wild Shape. Shifting Swan. A swanmay, as a bonus action, can assume the form of a swan or that of her humanoid form. Any equipment carried by the swanmay is also shifted. She can shift up to four times per day. A swanmay druid can use Change Shape while in swan form. 125 APPENDIX A


Swanmay Ranger Medium female humanoid, any good Armor Class 18 (studded leather) Hit Points 90 (12d10 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 13 (+1) Saving Throws Str +4, Dex +8, Chr +4 Skills Animal Handling +8, Medicine +5, Nature +4, Perception +6, Survival +5 Senses passive Perception 17 Languages Common, Druidic, Elven, Goblin, Sylvan Challenge 8 (3,900 XP) Animal Empathy. A swanmay has double proficiency in animal handling (included in stats). Archery. A swanmay gains a +2 bonus to attack rolls with ranged weapons (included in stats). Escape the Horde. Attacks of opportunity against the swanmay are made at a disadvantage. Hide in Plain Sight. After one minute of preparation and if not moving a swanmay get a +10 bonus to their Dexterity (Stealth) checks. Land’s Stride. A swanmay can move through nonmagical difficult terrain with no movement penalty. Magic Resistance. A swanmay has advantage on saving throws to resist spells and other magical effects. Spellcasting. The swanmay is a 12th-level ranger. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following ranger spells prepared: 1st level (4 slots): cure wounds, ensnaring strike 2nd level (3 slots): darkvision, silence 3rd level (3 slots): lightning bolt, protection from energy, speak with plants Actions Multiattack. A swanmay can attack twice with her short sword or twice with her longbow. Magic Weapons. A swanmay’s attacks are magical. Shifting Swan. A swanmay, as a bonus action, can assume the form of a swan or that of her humanoid form. Any equipment carried by the swanmay is also shifted. She can shift up to four times per day. Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) piercing damage. Longbow. Ranged Weapon Attack: +10, range 150/600 ft., one target. Hit: 9 (1d8 + 5). Longshot (1/Day). A swanmay can make one attack with her longbow up to a range of 800 feet without range disadvantage. If she hits an evil creature then the hit does triple damage 28 (3d8 + 15) piercing damage. Horde Breaker. A swanmay may attack a third time with either her shortsword or longbow against a creature within 5 ft. of her previously attacked target. Volley. A swanmay, as an action, can attack all creatures within the same 10 ft. radius circle with her longbow as long as she has ammo. 126 APPENDIX A


Swanmays are a secretive order of female druids and rangers granted the ability to assume the form of a swan. The order only accepts women who are committed to the cause of good and with a strong affinity and desire to defend nature. Their lodges tend to be in secluded idyllic wilderness areas next to large bodies of water. They naturally attract creatures such as unicorns and treants and are often found in the company of both. Swanmays are very secretive and go to extreme lengths to hide their nature unless they have decided to invite a woman into their order. These powerful women are slow to anger but will not tolerate the presence of hags and have been known to go out of their way to either drive a hag away from the wilderness they protect or destroy it. It is said that the only meal sweeter to a hag than a child is a slow roasted swanmay. Swanmay Swan Form Small animal, any good Armor Class 14 (natural armor) Hit Points as swanmay Speed 10 ft., fly 60 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 13 (+1) 19 (+4) 13 (+1) Saving Throws as swanmay Initiative +6 Skills Perception +7 Damage Resistance bludgeoning, piercing, slashing from non magical sources; poison Senses passive Perception 17 Languages can not speak in this form Challenge as swanmay Alertness. A swanmay in swan form has advantage on perception checks and a +4 to initiative (reflected in stats).. Magic Resistance. A swanmay has advantage on saving throws to resist spells and other magical effects. Natural Empathy. A natural creature will not attack a swanmay in swan form unless magically compelled to. Actions Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d3 +2) bludgeoning damage. Anything bitten by a swanmay in swam form is affected by a 5th spell-level dispel magic spell. Awaken (1/Week). The swanmay touches a creature or plant with less than 3 intelligence. The target then has awaken cast on them. The duration of this spell is permanent but a swanmay can only have one awakened creature or plant at a time. If she uses awaken again then the previous creature or plant reverts to its previous nature. The awakened plant or creature is not under any magical compulsion and has a mind and will of its own. Shifting Swan. A swanmay, as a bonus action, can assume the form of a swan or that of her humanoid form. Any equipment carried by the swanmay is also shifted. She can shift up to four times per day. A swanmay druid can use change shape while in swan form. Swanmays use this form for spying or fast overland movement, and if combat is initiated in this form then the swanmay will usually shift back to her humanoid form. Witch Hunter Medium humanoid (any race), any neutral Armor Class 15 (studded leather) Hit Points 84 (13d8 + 26) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 16 (+3) Saving Throws Dex +7 Chr +7 Skills Arcana +5, Investigation +5, Perception +4, Stealth +7, Survival +4 Damage Resistance poison Senses passive Perception 14 Languages Common, Druidic, Elven, Sylvan Challenge 6 (2,300 XP) Assassinate Spellcaster. During a witch hunter’s first turn, it gets advantage on ranged attack rolls against any creature that can cast spells. Any hit against a surprised spellcaster is a critical hit. Mental Evasion. A witch hunter has advantage on saving throws to resist any spell, effect, or ability that affects the mind. Sneak Attack. Once per turn, the witch hunter deals an extra 10 (3d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. Tools of the Trade. Witch hunters know how to make and apply the poison, witchbane. Witch hunters are proficient with thieves tools and alchemy tools. Actions Multiattack. A witch hunter attacks twice: twice with its rapier or once, each, with two separate heavy crossbows. Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. This weapon is silvered. Heavy Crossbows. Ranged Weapon Attack: +7 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage. The first silvered bolt on each crossbow is treated 127 APPENDIX A


with witchbane poison. A witch hunter has 20 silvered bolts and two heavy crossbows. Reactions Interrupt Casting. A witch hunter that is within melee range of a creature attempting to cast a spell can make one attack with its rapier. If this reaction hits a spellcaster, then it must succeed on a DC 15 Constitution saving throw or be unable to finish the spell they were casting. Creatures using innate spellcasting have advantage on this saving throw. Witch hunters are a type of Assassin's Guild that only deals with spellcasters and hags. Witch hunter guilds do not answer to each other and depending on the alignment of the master will either accept or not accept contracts against good spellcasters and races. Their sigil is a down pointing hawk over a sun, with the color signifying rank. Silver is a witch hunter, gold is a master, and black is only worn by the grandmaster, who is chosen from the master ranks. The grandmaster holds some sway over the guilds but has no roll other than the sharer and keeper of over 500 years of knowledge. Grandmasters will make decrees, but they are not always followed, and there is no formal means of enforcing new rules. Witch hunters will sometimes accept contracts to track down and kill or capture particularly problematic humans or humanoids, especially if adventurers find themselves on the wrong side of the law. Witch Hunter, Master Medium humanoid (any race), any neutral Armor Class 16 (studded leather) Hit Points 110 (19d8 + 24) Speed 30 ft. STR DEX CON INT WIS CHA 12 (+1) 18 (+4) 14 (+2) 16 (+3) 11 (+0) 18 (+4) Saving Throws Dex +9, Wis +5, Chr +9 Skills Arcana +8, Investigation +8, Perception +5, Persuasion +9, Stealth +9, Survival +5 Damage Resistance poison Senses passive Perception 14 Languages Common, Druidic, Elven, Sylvan Challenge 8 (3,900 XP) Adamantine Tattoos. A master witch hunter has been marked by a magical tattoo (diving hawk upon a golden sun). This tattoo is rumored to be made out of adamantine dust. This tattoo allows a master witch hunter to choose to succeed on one saving throw that it failed, once per day. Assassinate. During a master witch hunter’s first turn, it gets advantage on ranged attack rolls against any creature. Successful hits against surprised creatures are automatic critical hits. Magic Resistance. A master witch hunter has advantage on saving throws to resist spells and spell-like effects. Sneak Attack. Once per turn, the master witch hunter deals an extra 20 (5d6) damage when it hits a target with a weapon attack and has advantage on the attack roll. Tools of the Trade. Witch hunters know how to make and apply the poison, witchbane. Witch hunters are proficient with thieves tools and alchemy tools. Actions Multiattack. A witch hunter can attack three times with its rapier or once, each, with two separate heavy crossbows. Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. This weapon is silvered. Heavy Crossbows. Ranged Weapon Attack: +9 to hit, range 100/400, one target. Hit: 9 (1d10 + 4) piercing damage. The first silvered bolt on each crossbow is treated with witchbane poison. A master witch hunter carries 20 silvered bolts and 20 adamantine bolts. Bolster Resolve. A master witch hunter can, as a bonus action, grant a +1d4 bonus on saving throws and immunity to fear for one friendly target. This effect lasts for a minute and only one friendly target can be under the effect of bolster resolve at a time. 128


Reactions Interrupt Casting. A witch hunter that is within melee range of a creature attempting to cast a spell can make one attack with its rapier. If this reaction hits a spellcaster, then it must succeed on a DC 15 Constitution saving throw or be unable to finish the spell they were casting. Creatures using innate spellcasting have advantage on this saving throw. Poison - Witchbane (Injury) This poison is a trade secret within the witch hunters. Its components are said to be readily available but difficult to combine. Against a creature that cannot cast spells this poison is a slight irritant. If a spellcasting creature is affected by this poison then they must make a DC 14 Constitution saving throw or be poisoned for 1 hour. If an affected target attempts to cast a spell then they must first succeed at a DC 10 Constitution saving throw or be stunned by intense headaches until the beginning of their next combat round. The spell is consumed. Volwyn Haggutter Medium humanoid (shapechanger), chaotic neutral Armor Class 20 (studded leather +2) Hit Points 104 (19d8 + 19) Speed 40 ft, climb 40 ft. STR DEX CON INT WIS CHA 11 (+0) 20 (+5) 12 (+1) 12 (+1) 14 (+2) 13 (+1) Saving Throws Dex +11, Int +7, Chr +7 Skills Acrobatics +11, Nature +7, Perception +14, Persuasion +13, Stealth +17, Survival +8 Damage Resistance bludgeoning, piercing, and slashing that is not silvered; poison Senses darkvision 90 ft., passive Perception 24 Languages Common, Elven, Gnomish, Sylvan, Thieves’ Cant Challenge 10 (5,900 XP) Rogue. Volywn’s elf form has the abilities of a 11th-level Rogue. The elf form is the only form that can cast spells or perform tasks requiring Dexterity, like wielding items, picking locks, or playing musical instruments. Volywn can wear light armor in hybrid form. Expertise. Perception, Persuasion, Stealth, and Thieves Tools get double proficiency bonus. Sneak Attack. Volwyn inflicts an extra 21 (6d6) damage, once, if attacking a target with advantage or if an ally is within 5 feet of the target.


Reliable Talent. Ability checks rolls of 9 or lower are now 10s. Keen Hearing and Smell. Volywn has advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. Volywn has advantage on saving throws against spells and other magical effects. Magic Weapons. Volywn's attacks are magical . Total Atheism. Volwyn cannot be raised from the dead by any known means. Her soul evaporates when she dies. Total Atheism. Volwyn cannot be raised from the dead by any known means. Her soul evaporates when she dies. Magic Items. Volwyn has the following magic items that can be used in elf form. Studded leather +2 of poison resistance, “You Can’t Take the Moon From Me” longbow +1, +3 if the user can see the moon or is in moonlight. This weapon is so black that it reflects no light at all, but any arrow fired from it illuminates a 20-foot-radius sphere with bright teal light for 2d4 rounds after it hits or misses its intended target. Volwyn has 31 arrows +1 of silence (target struck must make a DC 13 Dexterity saving throw or be silenced, per the spell silence). Actions (Elf Form) Longbow. Ranged Weapon Attack: +12 (+14 moonlight), range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage. Cunning Action. Dash, Disengage, Hide, and Thieves' Tools are bonus actions. Shapechanger. Volwyn can shapechange, as an action, into her hybrid, cat, or elf form. Reactions Uncanny Dodge. Volwyn takes half damage from one attack if she can see the attacker. Evasion. All Dexterity saving throws for half damage are half on a fail and no damage on success. Quick Shot. Volway can use her reaction and attack a creature she can see with her longbow as long as they are within 30 feet of her. She cannot use sneak attack with quick shot. Volwyn Haggutter is a catwere that has hated hags for over six hundred years. When asked why, she gets angry and defensive for she no longer remembers. She gets more and more bitter as the years press on. This bitterness makes her take unnecessary risks or causes her to stay in cat form for months. She is currently hunting a particularly nasty annis hag with the hopes that they will kill each other. When she goes on a drinking binge she begins to think about not wearing any armor on her next hunt to ensure she gets what she wants. She longs to return to her fellow catweres but fears they will remind her about what she has forgotten. She has not seen another catwere in over fifty years and is beginning to wonder if she is the last one left alive.


Appendix B: Immortal Hags Avatar of Cegilune Medium fiend, neutral evil Armor Class 17 (natural armor) Hit Points 135 (18d8 + 54) Speed 30 ft., swim 30 ft. STR DEX CON INT WIS CHA 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 20 (+5) Saving Throws Int +9, Wis +9, Chr +11 Skills Arcana +9, Insight +9, Medicine +9, Nature +9, Perception +9, Persuasion +11 Damage Immunities cold, necrotic, poison, radiant; bludgeoning, piercing, and slashing from non magical attacks Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., truesight 50 ft., passive Perception 19 Languages All Challenge 20 (25,000 XP) Amphibious. Cegilune’s avatar can breathe air and water. Innate Spellcasting. This avatar’s innate spellcasting ability is Charisma (spell DC 19, +11 to hit with spell attacks). She can innately cast the following spells without material components: At will: arcane eye, augury, beauty’s burden, bestow curse, charm person, entangle, hag stream, speak with animals, moonbeam, part clouds, pass without trace, raven in moonlight, waterwalk. 3/day each: call lightning, cloudkill, dispel magic, fear, freedom of movement, stoneskin, teal the grey, transport via plants, woe and weal. 2/day each: conjure fey, insect plague, plane shift, plant growth, waste-not hook. 1/day each: aberrate, antimagic field, banishment, dream eater, feeblemind, foresight, geas, heal, moon eye, sigil stain, time stop, wind walk. Madness Gaze. If a creature starts its turn within 30 feet of the avatar and the two of them can see each other, then the avatar can force the creature to make a DC 21 Charisma saving throw or take 32 (5d12) psychic damage and gain a random short-term madness for 1d10 minutes. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the avatar until the start of its next turn, when it can avert its eyes again. If it looks at the avatar in the meantime, it must immediately make the saving throw. The avatar is immune to its own gaze. Magic Resistance. Cegilune’s avatar has advantage on saving throws against spells and other magical effects. Magic Weapons. The avatar’s attacks are magical. Actions Multiattack. This avatar attacks twice with its claws. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (3d8 + 3) slashing damage and 14 (4d6) necrotic damage. Call Moonlight. Ranged Spell Attack: +11, range 300 ft., all targets illuminated by moonlight. Hit: 26 (4d12) radiant damage. A hit target must make a DC 18 Charisma saving throw or be confused as the confuse spell. This confusion lasts 1d3 turns and a confused target can reattempt their saving throw at the end of their round: success removes the confused effect. Any creature that has saved against this confused effect is immune to call moonlight’s confuse effect for the next year and a day. Destroy Clouds 1/Day. At night, the avatar can evaporate enough clouds to fully illuminate a quarter-mile radius around her in moonlight for the next ten minutes. Triple Form Rejuvenation. This avatar has the same abilities and statistics in either of her three forms. She can, as an action, change her form into either a young 131 APPENDIX B


humanoid female, nightmare form, or her crone form. She can only change her form three times per day. If she does so, her hit points are fully healed and any conditions or negative effects that were affecting her previous form are removed or destroyed. If Cegilune is seen during a new moon then she appears as a haunted and naked pale humanoid woman of a young age. If the avatar is seen on the full moon then she appears as an ancient crone that can barely stand up. On all other nights she assumes her nightmare form, which resembles a night hag with a black smear for a head and the captured souls she contains pushing against her flesh in an attempt to escape. Cegilune only rarely sends her avatar to a Material Plane during the daylight or a night without moonlight. Cegilune’s avatar will immediately plane shift if any form of eclipse begins. Baba Yaga Medium fey, neutral Armor Class 18 (natural armor) Hit Points 164 (22d8 + 66) Speed 30 ft., fly 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 13 (+1) 24 (+7) 20 (+5) Saving Throws Str +10, Dex +7, Con +9, Int +7, Wis +13, Chr +11 Skills Arcana +7, Deception +17, History +7, Insight +19, Medicine +13, Nature +7, Perception +13, Persuasion +11 Damage Resistance radiant Damage Immunities fire, psychic Condition Immunities petrified, restrained Senses darkvision 60 ft., truesight 10 ft., passive Perception 23 Languages All Challenge 22 (41,000 XP) Amphibious. Baba Yaga can breathe both air and water. Ancient Hag. Baba Yaga has double proficiency with Deception and Insight (reflected in stats). Ancient Immunity. Baba Yaga has immunity to fire and psychic damage. Ancient Mimicry. Baba Yaga can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitation with a successful DC 22 Wisdom (Insight) check. Before the Moon. Baba Yaga is so old that she remembers a time before a goddess of hags and before hags turned to the moon for power. She is completely immune to any spell that needs moonlight to function and has resistance to radiant damage. Druid (Wisdom) Spellcasting. Baba Yaga casts spells as an 18th-level druid (spell save DC 21, +13 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): druid craft, mending, resistance, thorn whip 1st level (4 slots): animal friendship, cure wounds, fog cloud, fungal bloom 2nd level (3 slots): aberrate, enhance ability, hold person 3rd level (3 slots): call lightning, conjure vile swarm, dispel magic 4th level (3 slots): blight, hallucinatory terrain, stoneskin 5th level (3 slots): antilife shell, gease, scrying 6th level (1 slots): heal 7th level (1 slot): reverse gravity 8th level (1 slot): feeblemind 9th level (1 slot): shapechange 132 APPENDIX B


Force of Nature. No natural creature or neutral creature with the fey creature type will attack Baba Yaga if she is not hostile to them. They innately understand that she is a force of the natural world. Innate Spellcasting. Baba Yaga’s innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks. She can innately cast the following spells, without material components: At will: augury, dancing lights, minor illusion, hag stream, part clouds, raven in moonlight, vicious mockery, wind wall Legendary Resistance (3/Day). If Baba Yaga fails a saving throw, she can choose to succeed instead. Magic Resistance. Baba Yaga has advantage on saving throws against spells and other magical effects. Thrice Changed Crown. Baba Yaga wears a twisted crown of vines if she is using her true form. She crafted this crown herself after she lived over three hundred years in each hag form. This magical crown grants her immunity to the restrained and petrified conditions; she can choose to be immune to any spell or effect that alters her form. Actions Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 17 (5d4 + 4). Judgmental Gaze. Ranged Spell Attack: +13 to hit, range 90 ft., one target. Hit: 26 (6d6 + 5) psychic damage. Target must make a DC 20 Wisdom saving throw or be stunned as they relive all of their regrets inside of their mind. A stunned target can make another saving throw at the end of their turn, ending the effect on a success. Judgemental gaze has no duration and only expires once a target succeeds on a saving throw. Baba Yaga has existed for a very long time. Druids and rangers think of her more as a spirit of the natural world than a hag. She isn’t evil or good, she is completely without morality. She will sometimes help and sometimes hinder based on her own sense of how the world should be. She can be bargained with like any other hag, but her bargains are always exact, without hidden traps. But for those who do not live up to their end of the bargain she is completely ruthless and pays no heed to political borders. The mythology surrounding her is filled with powerful creatures who sought to back out of a deal and all of the terrible ways in which they paid the price. Baba Yaga can appear as any imaginable creature that is CR 15 or less by using her shapechange spell. She will also sometimes use her true form, that of a withered green hag, so old, that she appears grey in color. Baba Yaga also has a sentient hut that walks around on three massive chicken legs, and will often have shambling mounds and treants nearby that can assist her. Baba Yaga’s Hut Gargantuan construct, lawful neutral Armor Class 19 (natural armor) Hit Points 187 (15d20 + 30) Speed 20 ft. STR DEX CON INT WIS CHA 26 (+8) 8 (-1) 15 (+2) 8 (-1) 8 (-1) 12 (+1) Saving Throws Str +11, Con +5 Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks not made with adamantine weapons Damage Immunities poison, psychic Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned Senses darkvision 120 ft., passive Perception 9 Languages understands Sylvan but can’t speak Challenge 12 (8,400 XP) Adaptation. Baba Yaga’s hut has Adaptation (3/all). It ignores the first three points of damage regardless of source. Immutable Form. Baba Yaga’s hut is immune to any spell or effect that would alter its form. Prone Recovery. Baba Yaga’s hut automatically recovers from the prone condition at the beginning of its turn. Siege Monster. Baba Yaga’s hut deals double damage to objects and structures. Water Walking. Baba Yaga’s hut can walk on water as long as it is not more than 100 feet deep. Actions Multiattack. Baba Yaga’s hut attacks twice with its kick. Kick. Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 27 (3d12 +8) bludgeoning damage. Targets sized Huge or smaller must make a DC 15 Strength saving throw or be knocked prone. Stomp. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 68 (8d12 + 16) bludgeoning damage. Target must make a DC 15 Strength saving throw or be stunned until the end of their next turn. This attack can only be used on Medium or smaller sized creatures or those that are prone. Baba Yaga’s hut is a large hut, roughly thirty feet in diameter, that rests upon three massive chicken legs that keep the hut almost twenty feet off the ground. When Baba Yaga is not moving her hut, the legs will usually fold under the hut and stay out of sight. The inside of the hut contains a massive stove, large enough to cook a hill giant whole, and an alchemists bench that wants for nothing. 133 APPENDIX B


Baba Yaga’s hut does exactly what Baba Yaga tells it to do without question. The hut will often not engage in battle unless attacked or told to do so by Baba Yaga. The hut will always know where Baba Yaga is unless they are on different planes of existence. Ravell Medium fiend, chaotic neutral Armor Class 18 (natural armor) Hit Points 224 (30d8 + 90) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 17 (+3) 16 (+3) 26 (+8) 20 (+5) 22 (+6) Saving Throws Str +10, Dex +9, Con +9, Int +14, Wis +11, Chr +12 Skills Athletics +10, Arcana +14, Deception +18, Insight +17, Medicine +14, Perception +11, Persuasion +12, Religion +14, Stealth +9 Damage Resistance acid, cold, fire, lightning; all piercing; bludgeoning and slashing from non magical attacks Damage Immunities radiant and necrotic Condition Immunities charmed Senses darkvision 60 ft., passive Perception 21 Languages Abyssal, Common, Infernal, Primordial, Sylvan, Undercommon, reads all languages Challenge 23 (50,000 XP) Ancient Hag. Ravel has double proficiency with Deception and Insight (reflected in stats). Ancient Immunity. Ravel has immunity to radiant and necrotic damage. Anticipate (3/Day). Ravel accurately predicts a foe’s future actions, granting her advantage on one attack against that foe. Divination Mastery. Divination spells require only half spell slots (minimum of 1). This will work on spells of 7th level or lower. Innate Spellcasting. Ravel’s innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks. She can innately cast the following spells, without material components: At will: detect magic, magic missile 2/day each: plane shift, ray of exhaustion, sleep 1/day each: dream eater, face off, maze 1/year each: wish (other only), true resurrection Wizard (Intelligence) Spellcasting. Ravel casts spells as a 20th-level wizard (spell save DC 22, +14 to hit with spell attacks). She has the following spells prepared: Cantrips (at will): chill touch, friends, light, prestidigitation, ray of frost Signature Spells (no slots if cast at 3rd level): blink, bestow curse Spell Mastery (at will): tasha’s hideous laughter, spider climb 1st level (4 slots): charm person, identify, unseen servant, witch bolt 2nd level (3 slots): blindness/deafness, enlarge/reduce, locate object 3rd level (3 slots): clairvoyance, dispel magic, slow 4th level (3 slots): confusion, locate creature, polymorph 5th level (3 slots): hold monster, legend lore, telekinesis 6th level (2 slots): magic jar, true seeing 7th level (2 slots): forcecage, sequester 8th level (1 slot): telepathy 9th level (1 slot): time stop Magic Resistance. Ravel has advantage on saving throws against spells and other magical effects. Actions Multiattack. Ravel makes two attacks: one with her claws and one with her hair. Claws. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Target must make a DC 16 Constitution saving throw or continue to 134 APPENDIX B


bleed for 1d3 rounds. Bleeding damage occurs at the end of a target’s turn and deals 2d6 damage. Magical healing or success on a DC 15 Wisdom (Medicine) check stops the bleeding effect. Hair. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d12 + 4) bludgeoning damage. Medium sized or smaller targets are grappled and restrained (escape DC 16). Ravel’s hair cannot grapple more than one target at a time. If a creature ends its turn still grappled by Ravel’s hair then it must make an DC 20 Intelligence saving throw or be banished into a labyrinth demiplane per maze spell. The target escapes at the end of its turn if it succeeds on a DC 20 Intelligence saving throw. Ravel’s hair can have up to 8 targets mazed at a time. Rummage. Ravel reaches into her hair and closes her eyes as she rummages around searching for something; her arms completely wrapped in her hair. What she finds is up to the DM, but any magic item of Very Rare quality or less could theoretically be available in her hair’s demiplane of mazes. One wild story claims that she pulled a boat out of her hair once. Third Eye. Ravel, as a bonus action, can chose to either see 60 feet into the Ethereal Plane, read any language, or see invisible objects out to 10 feet. Each of these has no duration, but only one can be in effect at a time. Reactions Master Portent. Ravel can use her reaction to grant herself a + 1d4 on any one of her die rolls. Ravel’s mastery of reading the signs of the future is unmatched. Ravel is usually encountered in her true form unless she has taken a liking to a humanoid and is trying to trick it or observe it for some esoteric reason. Ravel’s true form is that of a filthy hag with grey pallid skin. Her legendary ribbon-like hair is wrapped around her or floating about her head on its own. Her hair, if it straightened itself out, would be roughly 12 feet long. She takes great pride in her wild unwashed hair and only wears clothes fit for a pauper. Ravel is incredibly vain and is of the opinion that she is the smartest creature in the multiverse and clever opponents can often distract her with praise or clever puzzles. Ravel has a particular dislike for other hags and will attack them on sight for reasons that are never explained. Ravel has completely given up worshiping Cegilune and currently maintains her immortality through trickery and her ravel witch fingers. Ravel is usually wandering the Outer Planes but can sometimes be found in the Inner, Astral, or Ethereal Planes searching for the “weight of a soul.” Her hair is technically a sort of symbiotic creature from the Far Realm with its own desires and will, but it has been “riding” Ravel for as long as anyone can remember. Her hair also creates and maintains a demiplane of thorny hedge mazes, said to hold all of Ravel’s treasures.


Appendix C: Intoxicating and Poisonous Plants Drug Properties Name Saving Throw Price/Dose Difficulty to Craft Addiction Intoxication Cannabis Wis DC 8 5cp/Dose Very Easy Negligible ½ I Grey Dangflu Int DC 12 2gp/Dose Hard Medium I Poppy Chr DC 15 5gp/Dose Hard Very High II Psilocybe Str DC 12 3sp/Dose Easy Medium I Tobacco Con DC 7 1sp/dose Easy Low ⅙ I G eneral Information. Most of these plants and fungi can be found in nature. The ones listed in italics exist only in fantasy and were either borrowed from existing works of fantasy or made up entirely for this work. Natural plants and fungi can be identified with a successful DC 10 Intelligence or Wisdom (Medicine, Nature, or Survival) check. Some of these plants and fungi are still intoxicating or poisonous after being cooked. Any poisoned conditions lasts until cured or after a long rest. Intoxicating Plants General Information. The intoxicated condition is not included in the Dungeons & Dragons 5th Edition rules. The DM is free to create their own rules governing intoxicated creatures or use the following information with the unofficial intoxicated condition found in Alcohol and Drugs, which is published on www.dmsguild.com. Cannabis Natural intoxicant, Common Cannabis is the most wide-spread plant with psychoactive properties. It is so widespread and easy to cultivate that the raw plant form has almost no value. Fey and elves are immune to cannabis. For some this is a blessing; for some it is a curse. Initial. User has disadvantage on any Intelligence ability checks or saving throws for 2d12 minutes. Secondary Effect. User feels sluggish and happy, suffering a -1 to their initiative rolls for 30 minutes. Side Effect. User has disadvantage when trying to make saving throws against the frightened condition or to resist sleep. Overdose. If more than six doses are taken in a six hour period, then the user must make a DC 8 Constitution saving throw or be incapacitated for 1d4 hours. Grey Dangflu Natural intoxicant, Rare Grey dangflu is a fungus that sometimes attacks a tobacco plant. These tobacco leaves, if treated properly, can be turned into a smoked product, very similar in appearance to tobacco, but much more potent. Grey dangflu can be identified by a DC 14 Nature or Medicine skill check. If leaves with unprocessed grey dangflu fungus are eaten raw then the eater has overdosed. Initial. User will feel more alert and focused, resulting in a +1 to their initiative rolls for 1d6 minutes. Secondary Effect. User will gain advantage on all Intelligence checks and disadvantage on all Wisdom saving throws for 2d8 minutes. Side Effect. User moves slower (by 5 feet) for an hour after the end of the secondary effects. 136 APPENDIX C


Overdose. If more than two doses are used in a six hour period, then the user is poisoned unless they succeed against a DC 12 Constitution saving throw. Poppy Natural intoxicant, Uncommon These are beautiful flowers that can be cut to extract a white latex material. This latex or milk is either distilled in a liquid or refined into a powder that can be smoked. This is one of the most addictive naturally occurring substances to be found. Initial. User will have their sense of pain drastically reduced. If they are suffering negative effects from pain then the effects will subside for 2d6 minutes. Secondary Effect. User will be immune to horror or its effects for 2d6 minutes. Side Effect. User will have disadvantage when rolling initiative as they are slow to act in combat. User must succeed on a DC 10 Constitution saving throw or be incapacitated for 2d12 minutes after the end of secondary effects. Overdose. If more than two doses are taken in a six hour period then the user immediately gains one level of exhaustion. A creature that takes seven doses of poppy in a six hour period will have six levels of exhaustion and therefore die from exhaustion. Psilocybe Natural intoxicant, Uncommon Psilocybes are a type of mushroom with psychedelic compounds in it. The mushrooms are easy to find but some care must be used when harvesting to ensure that toxic mushrooms are not mixed in with the psilocybes. These can be eaten raw or cooked. Initial. User will have their sense of pain drastically reduced. If they are suffering negative effects from pain then the effects will subside for 2d6 minutes. Secondary Effect. User will be immune to horror or its effects for 2d6 minutes. Side Effect. User will have disadvantage when rolling initiative as they are slow to act in combat. User must succeed on a DC 10 Constitution saving throw or be incapacitated for 2d12 minutes after the end of secondary effects. Overdose. If more than two doses are taken in a six hour period then the user immediately gains one level of exhaustion. A creature that takes seven doses of poppy in a six hour period will have six levels of exhaustion and therefore die from exhaustion. Tobacco Natural intoxicant, Uncommon Tobacco is a broad green leaf that is dried and then rolled as a leaf cigar or broken down to be used as pipesmoke. Raw tobacco is poisonous to most humanoids and those eating it raw must succeed on a DC 8 Constitution saving throw or they gain the poisoned condition for 2d4 hours. When smoked it acts as an intoxicant. Tobacco has a low addiction chance and is a very weak intoxicant. A humanoid would have to have six doses in an hour to gain one intoxicated condition level. Initial. User will feel more alert and focused, resulting in a +1 to their initiative rolls for 1d6 minutes. 137 APPENDIX C


Secondary Effect. User will have disadvantage on Constitution saving throws unless they make a DC 7 Constitution save. This will last for 10 minutes. Side Effect. An hour after the last dose of tobacco, the user will have a -1 modifier to their initiative rolls for 1 hour. Overdose. It is difficult to overdose on tobacco but those who succeed risk death. If a creature uses 12 doses of tobacco in one hour they must make a DC 10 Constitution saving throw or be reduced to 0 hit points. Conduct death saving throws as normal. Those that succeed at this saving throw are poisoned for 2d3 hours. Poisonous Plants Autumn Skullcap The autumn skullcap has brown to yellow-brown caps that fade in color when drying. They are a classic little brown mushroom that also have many edible varieties that are hard to tell apart. Autumn skullcap causes renal failure, and eating one forces a DC 12 Constitution saving throw or the eater gains the poisoned condition and 1d12 poison damage. Baneberry Baneberry bushes are toxic to any non-avian creature that eats them. Although the entire plant is toxic, the berries that grow on these bushes are the most dangerous. Baneberry bushes can have either red or white waxy berries, but each color is just as dangerous. An hour after a creature eats a baneberry, they must make a DC 13 Constitution saving throw or be incapacitated for 2d4 minutes as they suffer from diahreah and vomitting. Whether the saving throw is successful or not the creature gains one level of exhaustion. Baneberry Desserts. The saving throw to avoid the incapacitated condtion should be increased by the DM if the creature eats more than just a few berries, or is foolish enough to eat a pie made of baneberries. These berries can easily be placed into a pie or other sugary dessert that can obscure its unpleasant bitter taste. Baneberry desserts rarely kill but there is no end to a hag’s amusement over serving one of these deserts to the unsuspecting. Castor Bean The castor bean is a woody plant with star-like leaves. Its flowers are very small and inconspicuous. Its fruits grow in clusters at the tops of the plants. All parts of the plant are very poisonous to eat. The seeds are large and may be mistaken for a beanlike food. Eating any part of the plant or excessive contact with the skin forces a DC 10 Constitution saving throw or the victim gains the poisoned condition until cured by medicine or magic. This poison cannot be cured by resting. If this poison has not been cured after two weeks then the victim loses the poisoned condition but gains a -2 modifier to their constitution that is permanent unless restored by magic. A skilled herbalist or alchemist can turn castor beans into the poison, ricin. Poison - Ricin (Ingested, Inhaled, Injected) Ricin is one of the most powerful and potent poisons that can be made without magic or supernatural assistance. A victim of ricin poisoning must make a DC 18 Constitution savinging throw or gain the poisoned condition until cured by medicine or magic. A victim poisoned by ricin will immediately take 10 (4d4) poison damage and is forced to make a Constitution saving throw every hour or have its hit point maximum reduced by 6 (1d12). These hit points cannot be regained until the poison is cured. This poison will likely kill most NPCs immediately or within the first few hours. Those poisoned by ricin cannot lose exhaustion levels unless aided by magic. Chinaberry Tree This tree has a spreading crown and grows up to 40 feet tall. It has alternate, compound leaves with toothed leaflets. Its flowers are light purple with a dark center and grow in ball-like masses. It has marble-sized fruits that are light orange when first formed but turn lighter as they become older. All parts of the tree should be considered dangerous if eaten. Its leaves are a natural insecticide and will repel insects from stored fruits and grains. This plant, when used as a poison, is mild, and can be resisted with a DC 8 Constitution saving throw. Those that fail their saving throw, gain the poisoned condition for 2 (1d3) hours. Hags mix these in with their tea, and often forget that they are mildly poisonous. There are often a few mason jars of chinaberry jam mixed in with a hags’ collection of odd things. Hags are immune to this poison. 138 APPENDIX C


Cowhage This is a vine-like plant that has oval leaves, hairy spikes, and dull purplish flowers. The seeds are brown, hairy pods. The oils of this vine are a poison which causes an irritating rash, unless its applied to the eyes. If the oil gets into an eye, then a victim must make a DC 9 Constitution saving throw or be permanently blinded in one or both eyes. Hags cultivate these plants as others would cultivate house plants and have even been known to grow these on hag trees for decoration. Death Cap This fungus is the most poisonous of all known natural toadstools. It is estimated that as little as half a mushroom contains enough toxin to kill an adult humanoid. The toxin damages the liver and kidneys, causing hepatic and renal failure that can be fatal. This poison cannot be boiled or cooked out. A creature eating a death cap must make a DC15 Constitution saving throw or gain the poisoned condition and take 7 (2d6) poison damage per mushroom consumed. Those that succeed on their saving throw are still poisoned but resist the poison damage. This poisoned condition can be cured by natural or magical treatment, but not rest. Death Lily This plant may be mistaken for an onion-like plant. Its leaves are grasslike. Its flower petals have a green, heartshaped structure on them. All parts of this plant are very poisonous. Death lily does not have the onion smell and is rarely eaten on accident. Hags actually cook with this often and become immune to it by the time they are young hags. Eating a death lily plant or bulb forces a DC 9 Constitution saving throw or the eater gains the poisoned condition for 2d6 hours. If the death lily bulb is eaten raw then the victim has disadvantage on the saving throw. Ergot This fungus grows on the ears of rye and related cereal and forage plants. Consumption of grains or seeds contaminated with ergot can cause ergotism (commonly called holy fire) in humanoids and other mammals. Ergot causes this disease even when it is ground up and baked into bread. A hag will have a few of these plants with the ergot fungus on them just because it's ugly. No hag has ever been known to spread the disease holy fire on purpose. But there is nothing stopping a hag from having the idea. Disease - Holy Fire Eating bread and cereal products made from grain infected with the fungus, ergot, can cause holy fire. Those infected with holy fire are not contagious and do not infect others. Upon eating infected bread, the victim must make a DC 8 Constitution saving throw. If this save fails then the victim has contracted holy fire and symptoms will appear in 10 (2d10) days. The Constitution saving throw for holy fire is only made once per week if the victim is eating infected bread more than once. Once contracted, holy fire can only be cured magically or it has to run its course. The victim will gain 1 exhaustion level the first day of symptoms and on the second day they will have disadvantage on all checks and saving throws involving Strength or Dexterity as their limbs begin to feel like they are burning. By the third day the victim usually begins to panic as their limbs turn black and they feel like they are burning from the inside. On the fourth day the victim needs to make a separate DC 8 Constitution saving throw of DC for each limb. If the saving throw succeeds then that limb slowly begins to heal and will function normally in 2d4 days. A failed saving throw results in the limb beginning to rot and if it is not removed then the victim will slowly die of gangrene. Manchineel (Tree of Death) Manchineel is a tree reaching up to 40 feet high with shiny green leaves and small greenish flowers. Its fruits are green or greenish-yellow when ripe. This tree is extremely toxic. It causes immediate and severe skin rashes if touched, which causes a victim to have disadvantage with all Constitution saving throws and checks for 2d6 hours unless they make a DC 13 Constitution saving throw. Even water dripping from the leaves can cause this irritation. The smoke from burning manchineel trees can cause blindness and vomiting. Any creature that eats an apple, often called little apple of death, off of a manchineel tree immediately takes 2 (1d3) acid damage and they must make a DC 13 Constitution saving throw or they begin to suffocate as their throat swells shut. A suffocating creature can survive for 1 plus their Constitution modifier in minutes before they are incapacitated with their hit points reduced to 0. A suffocating creature automatically fails 139 APPENDIX C


their death saving throws. Manchineel Desserts. Even hags are careful while preparing a dish with little apples of death. Hags don’t have to worry about covering up the taste, for the little apples taste like apples. But, only creatures immune to acid can safely eat these so more than one hag has accidentally died while trying to cook with this very dangerous fruit. A hag that can successfully bake a manchineel pie without dying has created a pie that is almost impossible to distinguish from any other apple pie. Poison Hemlock This herb may grow 7 feet high. The smooth, hollow stem is usually purple or red striped. Its white flowers are small and grow in small groups that tend to form flat umbels. Its long, turnip like taproot is solid. This plant is very poisonous and even a very small amount may cause death. This plant is easy to confuse with wild carrot or Queen Anne's lace, especially in its first stage of growth. Any creature eating any part of the plant must make a DC11 Constitution saving throw or take 5 (2d4) points of poison damage and gain the poisoned condition for 2d4 hours. The poison damage scales up based on how much is eaten. When not accidentally eaten a poisoner usually uses the entire root which will cause 24 (8d4) poison damage. Strychnine The strychnine tree is an evergreen tree with a thick, frequently crooked trunk. Small orange-red berries contain the disk seeds that yield the poisonous substance, strychnine. All parts of the plant are poisonous, but the seeds are especially deadly. Strychnine seeds are ground and treated by an herbalist or alchemist to create a white odorless but bitter substance that is either applied to drink or food in an attempt to kill a victim. Those who are poisoned by strychnine need to make two separate saving throws. The victim will gain the poisoned condition and two levels of exhaustion unless they succeed on a DC 12 Constitution saving throw. They must also make a DC 15 Strength saving throw or they are incapacitated for 2d12 minutes. Victims that fail both saving throws are reduced to 0 hit points, are suffocating, and will fail all death saving throws.


Appendix D: Dungeon Masters and Hags T ell me of an adventurer that doesn’t behave like an entitled mass-murdering mercenary. Go ahead. I’ll wait. Mordlin, Epitome of Order General Information. There are generally five approaches a Dungeon Master will use while running a hag encounter. These ideas are presented in order of increasing difficulty. Hack and Slash This is the simplest way to run a hag. The hag shows up, a fight ensures, dice are rolled: characters die or don’t die. Heavy Rollplay The encounter with the hag begins with a conversation. The characters are either seeking the hag out or the hag needs the characters. A powerful hag will use a minion or otherwise expendable person to do the talking during the first encounter, for hags are usually rather intelligent and they know most adventurers seek to slay them for many real and imagined evils: or greed. From the hag’s point of view, this first contact will either result in a dead minion, a minion that is tracked by the characters back to a meeting area, or some sort of agreement or accord if the character’s intentions are not obviously oriented towards slaying the hag. At some point the hag will have to talk to the characters. The Dungeon Master should strive to give the hag her own voice, desires, schemes, and weird mannerisms. As the DM, ask yourself the following questions. Does the hag act like a creepy great grandmother? Does she pretend to be, or is actually, insane? What does she want? Is it even possible for your characters to have a conversation with a monster that doesn’t erupt into violence? What does the hag have in place to ensure that she survives her encounter with the “greedy dangerous adventurers?” Most importantly, what does the hag already know about the characters and can she use that information to her advantage? Important Contact After an encounter with adventurers (that the hag survived) she is either a villain, quest giver, information source, or source of comic relief or terrible horror. Most hags are smarter than the average humanoid and they will have multiple schemes. Good characters may even inadvertently work for a hag who has changed her shape or otherwise hidden her true nature. Such a hag may hire the adventurers to kill a rival hag or kill a dangerous creature near her lair or otherwise rid her of a nuisance. She may provide them with information against an evil ruler, one that has snubbed her in some way. If the characters never learn they were duped by a hag, then so be it. Neutral characters may work with a hag openly if their goals are aligned. This is especially true of some rangers and druids who may see the hag as something that keeps the wilderness dangerous and uninhabitable. Neutral characters may be more open to talking to hags as an information source, for most of them have seen at least a hundred winters. Evil characters will have few compulsions against openly cooperating or double-crossing a hag. As the DM, try to not think of evil as a “one-size-fits all” label. An evil fighter may still hunt and kill a hag if she does something to upset them, the pay is good, boredom, or if she reminds him of his mother. Evil organizations that work with a hag or a coven of hags also present an interesting opportunity for clever characters to turn the two sides against each other. The hag’s goals may also align with evil characters. What Does She Know? If the hag is a contact in your campaign then she will need to have knowledge of something the characters need or a potential source of knowledge, especially if the characters are seeking information about the Feywild, all aspects of the wilderness, strange rituals, or very “outside-the-box” problem solving.


Clever Tacticians Annis Hags. This hag is the most likely to rush into battle and use raw force to win. That being said she understands that most characters are stronger than peasants and that the four in the front in full plate mail will be difficult to kill. If surprised, an annis will usually attempt to kill the weakest (least armored) target in one round. If she cannot she will attempt to flee, regroup, and fight the characters at a time and place of her choosing. This hag is the least likely to use magic in battle, but also the most likely to have a few giants or other heavy melee types she can call on for help. Bheur Hags. This hag is the most likely to rely on magic to win a battle. This hag will usually rely on pure damage output spells and they tend to not bother with subtly or charms. Whenever possible this hag will attempt to use a cold environment against the characters. Characters all suffering from an exhaustion level of one will have serious problems fighting a bheur hag. She prefers to fight on ice or heavy snow to take advantage of her Ice Walk feature. Bheur hags will likely flee once they realize all or most of the characters are immune or resistant to cold damage. Green Hags. Green hags can breathe air and water. They will use this to their advantage whenever possible. One of their favorite tactics when fighting powerful adventurers is to ambush them while hiding in deep water. If she can drag a spellcaster under the water and finish them off there, then she will do so. If she is followed into water she will try and slow pursuit with still water. Green hags want to split up adventurers or pick them off one at a time. This hag is the most likely to use illusions, trickery, and ambushes to win a battle. Green hags are patient and quick to use Invisible Passage to flee and regroup if a tactic is not working. Night Hags. Night hags will often be the most dangerous hags that characters have to deal with outside of grandmothers or nightshades. If a night hag is ambushed and is facing foes she doesn’t expect to dispatch quickly, she will flee to the Ethereal to watch and observe the characters. At a time of her choosing she will then attack the characters or, if she is patient, begin to use Nightmare Haunting or dream eater against them. If your campaign has horror or terror rules then a night hag is the most likely to use horror and terror against the characters unless she is pressed for time. When all else fails, a night hag is not above using plane shift to escape a very determined foe. Nightshade Hags. Nightshades are so rare that they should never be encountered randomly or added to wilderness encounter tables. Those that survive are incredibly powerful and surrounded by allies and minions that should be able to kill most adventurers before she is forced into battle. Sea Hags. Sea hags are the weakest of the hags and they know it. They prefer to only ambush single targets but if they must face more than one enemy at a time they will attempt to approach them using Illusionary Appearance to either gather information or to surprise as many of them as possible when she uses Horrific Appearance followed by Death Glare. If this tactic does not work to greatly weaken her enemies she will flee immediately, leaving behind other hags or even her lair. If she can fight underwater she will, and most characters will be at a disadvantage if they follow her under the water. She loves to use chum before battle if she is expecting underwater invaders, but the spell is useless to her during combat. Combination This is simply a combination of everything. If the hag is your “end boss,” or a recurring source of evil and horror then you will need to plan out how the hag will survive the characters in order to even have a second encounter. If we are being honest, most characters behave like entitled psychopaths. In this instance you should give her a few hag weirds, a witch finger, and a magical item or two. Also generate or create her allies, brutes, minions, etc. so that you know everything she has at her disposal. One of the easiest ways to keep the hag alive during a campaign is to have her be a necessity that the characters can’t kill right away. She may be the only one who remembers a command word or the insane demi-god’s True Name. Make her continued existence necessary. 142 APPENDIX D


Inspiration 25+ years of experience as Dungeon Master. All my enemies, friends, and cohorts on Facebook. Badrip Ritsegud, Epitomes (both real and imagined), Gary Gygax, Ed Greenwood, David “Zeb” Cook, and “200 Ghosts in my Shadow.” Beowulf. https://en.wikipedia.org/wiki/Beowulf Chevallier, Andrew, Herbal Remedies Handbook (New York: Dorling Kindersley Limited DK. 2018). Dragon Magazine (various), and Best of Dragon Magazine (various). https://en.wikipedia.org/wiki/Dragon_(magazine) Fey Nightmares, by Adam Locke, https://www.dmsguild.com/product/172523/FeyNightmares Laessoe, Thomas, Mushrooms: How to Identify and Gather Wild Mushrooms and Other Fungi (New York: Dorling Kindersley Limited DK. 2013). Moura, Ann, Grimoire for the Green Witch (Woodbury: Llewellyn Worldwide, Ltd. 2018). Planescape Campaign Setting, by David “Zeb” Cook, 1994, https://www.drivethrurpg.com/product/17267/PlanescapeCampaign-Setting-2e Planescape: Torment: Enhanced Edition. Steam Windows Ver., 2017. Sapkowski, Andrzej, The Witcher (Series) (New York: Orbit, 2007). Sorcerous Origins: Fey-Touched, by Vincent Girgenti, https://www.dmsguild.com/product/240772/SorcerousOrigin-FeyTouched The Brothers Grimm, Grimm’s Complete Fairy Tales (San Diego: Canterbury Classics 2011). Unknown, Conversations with Tyber Nexus (Unpublished, 1976). Vault of Magic, by Sign of the Dragon Project, https://www.dmsguild.com/product/288029/Vault-of-Magic Vile Traditions, by Joshua Vargo, https://www.dmsguild.com/product/288155/VileTraditions?term=vile+tradition https://linktr.ee/lawsofchaos 143 INSPIRATION


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