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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

If a living witch finger of a hag is used by someone other than a hag, then they only receive a bonus based on the type of hag. Hags will receive these specific type bonus as well. Annis Hag. Very rare, you can increase the DC of your spell’s saving throw by adding all of your Int, Wis, and Chr ability modifiers to a spell. For example, you cast fireball and the spell saving throw DC is normally 8 + proficiency + Int for you. Using this power, the DC of that spell is now 8 + proficiency + Chr + Int + Wis. You can use this power once per long rest. Bheur Hag. Very rare, you can force all targets being hit by one of your cold damage spells to make an additional DC 15 Wisdom saving throw or be frightened for 2d3 rounds. Victims of this are allowed to reattempt this saving throw on the start of their combat rounds, with success removing the frightened condition. Green Hag. Very rare, you can cast one spell without breaking concentration, invisibility, or stealth and using no verbal or somatic components. You can do this once per long rest. Night Hag. Very rare, as a reaction, you can force one of the targets of your spell to spend the next d3 rounds trapped in the Ethereal Plane unless they make a DC 15 Charisma saving throw. After their d3 combat rounds have expired they return with a snap and roll initiative again. You can do this once per long rest. Nightshade Hag (see bestiary). Very rare, as an action, you can gaze attack a sentient creature that can see you as long as they are within 60 feet of you. This gaze attack is a Charisma contest, with the loser gaining the restrained condition for 1d4 rounds. If a nightshade hag is using her own witch finger then she can gaze attack two creatures at once, with the risk of restraining herself if she fails a Charisma contest against either target. Sea Hag. Very Rare, one frightened creature within 30 feet of you, must make a Charisma saving throw DC 15 or be reduced to 0 hit points if they fail a spell saving throw caused by one of your spells. You can do this once per long rest. Legendary. The fingers of demons, devils, angels, and other legendary races are as prized as they are powerful. No two witch fingers of this category are going to be the same. These living witch fingers disintegrate if their victim is permanently destroyed. These are sometimes given to trusted and powerful servants or claimed as prizes during especially violent or depraved periods of the Blood War. The Immortal hag, Ravel, has somehow made multiple witch fingers from her own hand and spread them throughout the planes. These are considered legendary and cursed by sane spellcasters. Undead. Legendary, if your spell targets a single living target and that target fails a saving throw for that spell, you can, if you are living, regain 18 (3d8 + 6) hit points. If you are undead you cannot heal yourself but can choose to cause another 18 (3d8 + 6) necrotic damage to your target. The rarity of this witch finger stems from the fact that the finger is made before the target becomes undead. An undead creature cannot have a witch finger made from its body. Ravel Witch Finger Ravell uses these fingers as a way to maintain her version of immortality after abandoning the worship of Cegilune. These fingers are considered cursed by most spellcasters and their abilities depend on whether or not the user is a hag. Spellcaster Other Than a Hag. You must make a DC 20 Charisma saving throw if you attempt to use this witch finger. If you fail your saving throw you are paralyzed and begin to slowly turn into an annis hag. This transformation takes one minute. If a dispel magic or dispel evil and good is cast on you then the transformation stops and you are cured but the Ravel witch finger disappears. If this does not happen then you are now an annis hag with no recollection of your previous life. This transformation happens regardless of your original gender and can only be reversed by a wish. If the above saving throw succeeds then you get to enjoy the benefits of a Ravell witch finger for a year and a day. You gain a +1 to your proficiency score and your Charisma score is now 24 while you display the Ravel witch finger. In one year and one day you must make another DC 20 Charisma saving throw or turn into an annis hag. If you succeed then the Ravel witch finger detonates for 10d20 points of psychic damage to you and everything in a 15-footsphere of you, or half if a target succeeds on a DC 20 Charisma saving throw. Hag Use. Any hag using a Ravel witch finger must immediately succeed at a DC 15 Charisma saving throw, or they will become the next Ravell if Ravell dies or tires of her current body. A hag that has failed this saving throw could immediately turn into Ravel or could live for a hundred years before Ravel wants a different form. Once 51 PART 6 | WITCH FINGERS


transformed, the new Ravell remembers all her past lives and the previous hag is completely and utterly destroyed. If the hag is not immediately replaced by Ravel or managed to succeed on her saving throw then she gains +1 Proficiency and +2 DC on all saving throws to resist her spells and abilities. This hag also chooses any spell between level 1 and 7. She can innately cast that spell once per day as an action. She is also immune to all spells of any hag other than Ravell of Cegilune's avatar. The hag will not be aware that Ravel can scry on her at will. Level or Power of the Victim. For the determination of power levels, assume that a character’s level is equivalent to the CR of a NPC or creature victim. For example, a 5th-level Sorcerer has the same power as a CR 5 night hag for the purposes of determining the bonuses granted to the sorcerer who is attuned to the night hag's living witch finger. Victim is More Powerful Than You. If the living witch finger is from a spellcaster that is more powerful than you then you take half damage against any spells that the victim casts against you. Victim is as Powerful as You. You gain no additional bonuses if the victim is the same power as you. Victim is Less Powerful Than You. If you are more powerful than the victim then you gain the following powers based on how powerful the victim is. These powers are cumulative, so a level 12 victim grants the first three powers as long as the wielder of the living witch finger is level 13 or higher. Victim Level Rarity Description 2-6 Uncommon You can increase the spell DC by +1 for one target of one of your spells 1/Day. 7-11 Rare You can reroll the damage of one of your spells 1/Day. 12-17 Very rare The affected area of a spell that you cast increases by (10) five-foot by five-foot contiguous squares, this increased area of effect can take any shape as long as each additional square is touching the original spell affect area or each other. You can do this once per day. You could, as an example, cast a fireball with a fiftyfoot long tendril that extends away from its edge in one direction that is only five feet wide. All damage and effects occur normally. 18 Legendary After a long rest you can choose one of your level 1 through 3 spells and change its casting time to 1 bonus action as long as its casting time was 1 action. This spell will consume a normal spell slot. You can do this once per long rest. 19 Legendary Same as a level 18 victim, but the spell can now be level 4. 20+ Legendary Same as a level 18 victim, but the spell can now be level 5. 52 PART 6 | WITCH FINGERS


Potions of Mutation T he young hunters see what Javier can do with his alligator like skin and iron claws, but they forget about the other three volunteers who took a mutation potion and died horribly. I decree that all potions of mutation are to be destroyed immediately! We will not lose another hunter to random chance! Daniel Popescu, Witch Hunter Grandmaster (Interim) General Information. Hags seem to be the only ones able to make a specific potion of mutation that is not completely random in its results; a hag can even be persuaded to make a tailor-made potion of mutation. The randomly discovered potions of mutation, thankfully very rare, create uncontrollable and often dangerous mutations. Randomly Found Potions of Mutation Consequences. These bottles tend to be very old and filled with a dark viscous liquid. Legend lore or even wish will not predict the outcome of drinking these. A hag cannot identify the effects of a potion of mutation that she did not make herself. Drinking these potions causes a mutation to slowly take effect within the drinker over the course of three days. When a creature drinks a random potion of mutation the DM consults the mutation table in order to determine the overall Constitution saving throw DCs that will be needed from day 0 to day 2. Once the DM has determined the DC of the mutation, then the day 0 effects begin. Mutation Exhaustion This mechanic was used as a means to have a creature die from exhaustion on the third day if they fail three Constitution saving throws. Mutation exhaustion can only be cured by enduring the mutation process, heal, or wish spells. Curing mutation exhaustion also cancels the mutation process if it has not run its course. Day 0 (Potion is Consumed) When a creature drinks a potion of mutation, they make a Constitution saving throw vs. the DC of the mutation found on the Potion of Mutation Results Table. Anyone who succeeds on the first saving throw is still conscious but gains a level of Mutation Exhaustion as they shake and convulse. The drinker also gains the poisoned condition and it lasts until the mutation has run its course (see Day 3). Those who fail their first saving throw gain 2 levels of Mutation Exhaustion, the poisoned condition until the mutation runs its course, and they gain the incapacitated condition for 10 (3d6) hours. These potions function as both, and as long as the potion can work it's dark changes as either a poison or a disease, the drinker will still face consequences. Those drinkers who are immune to both poison and disease gain, or risk, nothing by drinking the potion. Anyone succeeding on a DC 18 Wisdom (Medicine) check while trying to discover the drinker’s ailment will understand that the character is mutating and not dying of poison or disease. The only thing that will stop the mutation at this stage is a heal or wish spell. The DM needs to keep track of failed vs. succeeded saving throws. Day 1 (24 Hours After) The person who drank the potion of mutation makes another Constitution saving throw vs. the DC of the mutation. Same results for success or failure as Day 0, above. Day 2 (48 Hours After) The person who drank the potion of mutation makes a third and final Constitution saving throw vs. the DC of the mutation. If at any point they get to Mutation Exhaustion level 6 then the drinker dies a twisted and horrible death, often becoming unrecognizable as their body bubbles and bends for another few minutes after death. 54 PART 7 | POTION OF MUTATIONS


Day 3 (72 Hours After) The person is now mutated, at maximum hit points, and mutation exhaustion is set at zero. Resolve the mutation. If the person attempts to mutate again then they go through the same process but any failed Constitution saving throw results in immediate death. Mutation Potion Generator General Information. To determine what mutation is created by a potion of mutation, the DM rolls a d20. If the result is 1, then the potion is also a very potent poison that forces an additional DC 20 Constitution saving throw during day 0, or the drinker takes 32 (5d12) poison damage. The DM then rolls 2d4. The resulting number determines the number of times the DM rolls on the Results Table, to the right. The same exact result cannot be gained more than once unless it comes from a different result row. For example, if you roll 26 and 27, you must reroll one of them. If you roll 26 then 30 those two effects do stack because they are in different rows. The DCs associated with trying to survive a mutation start at 10, but the overall minimum after calculations must be at least 13. The mutation becomes a permanent feature of the creature drinking the potion of mutation (if they survive) after 72 hours. Note that mutations can change the character’s maximum score on an ability. Potion of Mutation Results Table d100 DC Result 01- 02 -1 Gain vulnerability to poison. Gain immunity to intoxication. 03- 04 -1 Gain disadvantage on disease saving throws. Gain immunity to intoxication. 05- 10 -1 Mutate in a way that doesn’t affect game statistics at all. 11 +3 +4 to an ability (see next table). 12- 13 +2 +2 to an ability (see next table). 14- 15 +1 +1d3 to an ability (see next table). 16- 20 -1 -1d3 to an ability (see next table). 21- 25 +1 -1d4 to an ability (see next table), but gain a random feat (DM can choose). 26- 27 +1 Gain proficiency in a random skill that you don’t already have proficiency with. 28- 30 +1 Gain proficiency in a random ability (see next table) saving throw that you are not already proficient with. 31- 34 +1 +1 natural armor (does not stack with armor). 35- 50 +1 +1 natural armor (does not stack with armor). 51- 55 +1 +1 bonus to initiative rolls. -1 to an ability (see next table). 56- 60 +1 -1 penalty to initiative rolls. +1 to an ability (see next table). 61- 75 +2 Take an extra action once per day. You are sterile. 76- 77 +0 Take an extra action once per day. You are sterile. 78 +1 Take an extra action once per day. You are sterile. 79- 85 +1 ** -1 Size category (-2 Strength, +2 Dexterity). Gain 1d8 permanent hit points. This increase is Hit Dice, so Constitution bonus applies. 86- 90 +1 ** +1 Size category (+2 Strength, -2 Dexterity). Gain 1d8 permanent hit points. This increase is Hit Dice, so Constitution bonus applies. 91- 93 +1 *** Speed +5 ft. 94- 96 +1 *** Speed -5 ft. 97 +2 Gain the Alert Feat, potion has no more effects (stop rolling on this table). You are sterile. 98 +2 Gain Immunity to Disease. You are Sterile. 99 +2 Gain Resistance to Poison damage. 100 +2 Gain the Alert Feat, potion has no more effects (stop rolling on this table).


*Mutation cannot cause more than one extra action that can be used in a single action, but the number of times in a day that the extra action can be used can stack. A potion of mutation could cause, at most, an extra action usable three times a day, but not all at one time. **Mutation cannot cause more than one size step in either direction, but you could theoretically roll a 80, then roll a 90 and end up the same size, with +2 DC to the saving throw, but +2d8 hit points (and Hit Dice increased by two). ***If both of these mutations are in the same potion, combine them as follows: You have advantage on all initiative rolls. Sterility Sterility likely has little to do with your game world, and this can be ignored as you see fit. My inclusion of sterility as a penalty to mutation is a not so subtle homage to Andrzej Sapkowski’s Witcher series, and his idea that power is not free and that it always costs something. Sterile characters can be cured with a wish spell, but all effects of mutation are tied together. This means that all of the mutations are removed by a wish not just the terrible bits the player didn’t want their character to have. How a player chooses to have their character react to the news that they can’t procreate is up to them. Understand your player’s real life needs and if sterility is going to be an issue then please ignore this. You can choose to allow greater restoration to cure sterility. Randomized Attribute d6 Result 1 Strength 2 Dexterity 3 Constitution 4 Intelligence 5 Wisdom 6 Charisma Example of Potion of Mutation This potion of mutation is not a powerful poison. Next, 2d4 are rolled, and the result is 8. Then, d100s are rolled: 78, 04, 35, 92, 18, 49, 09, and 29. Assuming the drinker survives this potion then the mutation survivor is looking at: An additional Action 1/Day, disadvantage on disease saving throws and immunity to intoxication, +1 natural armor, Speed is increased by 5 ft., -2 to Charisma, (49 rerolled to a 56) -1 penalty to initiative and +1 to Strength, mutated in a way that doesn’t affect game statistics, gain proficiency with Constitution saving throws. The DC of the Constitution saving throws used to survive this potion of mutation are 13 (calculations end up at +0, but 13 is the minimum DC). It is up to the DM and player working together to discuss what effects are visible and what changes the mutated character went through. Hag Tailor Made Potions of Mutation General Information. Getting a hag to make a tailor made potion of mutation is not any more difficult than finding a hag that is willing to trade and not murder you. A prospective buyer should be prepared to spend roughly 10,000 gp in treasure, services, or future favors in exchange for a potion of mutation. A hag will even take unborn children, which has caused all sorts of tales and stories. Most of those stories about hags are well deserved. It is even whispered that sometimes a hag will trade a potion of mutation if a male creature helps her get with a child. There are some things not worth knowing. After a lengthy bit of haggling the buyer chooses 7 changes to happen to them during their mutation. The DM looks to the table on the previous page and keeps track of the saving throw DC. Note that mutations are not as powerful as a wish spell and you should balance the player’s desires with a significant penalty or increases in Constitution saving throw DCs during the mutation process. The 8th mutation is rolled randomly or chosen by the hag depending on her relationship with the would-be mutant. Note that the hag cannot make a mutation with a greater than +3 or -3 change to any statistic. She cannot make a mutation with greater than a +4 or -2 change to Hit Dice. Hags cannot control the sterility problems with the mutations. Size categories cannot move more than one category. Hags can create lycanthropes, sentient undead status similar to a ghast, change the base racial modifiers to a different one usable by Player Characters, and whatever the DM is willing to bring into their campaign.


Hag Weirds G eneral Information. Hag weirds, or weirds, are magic items that can only be used by hags. A weird is a magical item of strange and sometimes unique power that takes great time, resources, and energy to replace. The DM should exercise caution when giving hags a weird, because they can easily increase the Challenge Rating of an encounter. No hag will ever give or trade a weird to a creature that is not a hag. These are not hag gifts. Hag weirds should not be confused with the tchotchke found in a hag lair. A hag weird, in the hands of a creature other than a hag, will behave like a cursed item. The most famous of hag weirds, the head of the loveless, will drain a user of all empathy and love. One was even rumored to have eaten a foolish adventurer’s husband and children in the dead of night, only to float away into the forest never to be seen again. Ornamental Weirds. Hags will sometimes have weirds that are purely ornamental or used in specific ceremonies that have no real impact on combat or gameplay. A hag could have an ever-burning bush in her garden that can never be extinguished, even in a hurricane. It might be magical and powerful, but if it has no effect on game-play, and will therefore not be listed here. One hag is rumored to have a partial giant’s skull, that when filled with blood, shows the viewer’s face at the moment of their future death. This chapter will largely ignore these ornamental hag weirds. Known Hag Weirds Abramelin Oil Bone Rattle Black Hour Pillar Blood of the Peaceless Bramble Man Corpse Candle Crone’s Cane Dead Man’s Bottle Golden Boy Hag Dust Hand of Glory Hatred Bracelets Head of the Loveless Maiden Hands Moon Choker Secret Cauldron Sepia’s Sigil Three-sided Cube Tomb of Weeds Vorpal Boline Wortcunning Thumb Abramelin Oil Potion, Weird, Legendary This magical rainbow-hued oil is always stored in an organic container like a leather wine skin, goard, stitched stomach, etc. A hag that has gone to the trouble to make this oil will only use it if she is expecting something truly dangerous to attack her lair soon. The hag must be completely naked and have nothing in her hands when she pours this oil over her head to activate it, as an action. When she applies the oil to her skin she gains immunity to fire and radiant damage for the next three hours, but she will also find that it is impossible to hide as her chromatic skin is now glowing with a 10-foot radius dim illumination of shifting colors. This oil magically spreads and covers a hag once she pours it over her head. In battle her natural attacks will cause + (3) 1d6 radiant damage per successful hit and any magical attacks that cause her damage will cause a 15-foot radius explosion of (6) 1d12 radiant damage. If the hag manages to survive whatever assault forced her to use this oil then she will be vulnerable to fire and


radiant damage for the next year and a day unless she manages to have a wish cast on her to negate this penalty. If a creature, other than a hag uses this oil it will permanently pit and disfigure their skin resulting in a -2 penalty to their Constitution and Charisma. The oil will otherwise work normally for them but their future vulnerability will last for the rest of their life unless cured by a wish. Bone Rattle Wondrous item, Weird, Very Rare Bone rattles are made of the bones of children, and are only created by those hags with a fierce hatred of youth. The rattle is the intact skull of a humanoid child and the bone handle is the femur of the same child. Inside the skull are exactly nine finger bones that create the rattle noise when this device is shaken. Once a day, a hag, if she shakes the rattle while laughing, can cause the rattle to emit a loud noise, best described as a child screaming for help. This sound will cause any creature with more than 3 Intelligence and within 60 feet, to make a DC 16 Intelligence saving throw or fall prone and become incapacitated as they shriek in mad laughter for (2) 1d4 rounds. If a laughing victim sustains damage before the duration of the effect is up they are allowed to make another saving throw at the beginning of their next round, with success ending the effect. Hags are not immune to this effect, and the hag that shakes the rattle must also make a saving throw. Creatures with more than 3 Intelligence who witness this laughter must make a DC 14 Wisdom saving throw or suffer short-term madness for (5) 1d10 minutes. If the creature participated in the laughter in any way, then they have disadvantage on this saving throw. Any creature, other than a hag, that picks up this weird must make a DC 14 Wisdom saving throw or throw it as far away from them as possible. A creature that succeeds on this saving throw will find it impossible to rest or sleep as long as they have the rattle within 15 feet of them. Black Hour Pillar Wondrous item, Weird, Very Rare This large, usually 2-foot tall black wax candle, is decorated with terrible images of suffering humanoids. Once lit by normal means it will burn for an hour, but this time can be split up depending on how long it is lit. Once lit it sheds bright purple light in a 20-foot radius, and dim light for an extra 20 feet. While lit, it also emits a terrible odor. Living creatures, other than hags, within 40 feet of a lit black hour pillar must make a DC 14 Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that do not breathe are immune to this effect. This saving throw must be made at the beginning of each round if a creature starts its turn within 40 feet of a lit candle. If the candle is stoppered, the stench immediately evaporates. Living creatures, other than hags, that can see the candle’s purple light must make a DC 14 Wisdom saving throw or be frightened. If they succeed, they are immune to this aspect of the candle for a year and a day. If they fail then they will stay frightened until the candle is stoppered or they no longer see the purple light. Hags will rarely travel with this weird because once lit, the candle disintegrates if it is moved from the spot it was first lit at. These are almost always encountered in a hag’s lair and in a place that she is prepared to fight to the death in. There is no special circumstances for a non-hag that lights a black hour pillar, but they will be just as susceptible to the stench and light effects as any other non-hag. Blood of the Peaceless Wondrous item, Weird, Very Rare This magical liquid is rumored to be made out of liquified rotting doves and swans. The hag that creates this potent potion will always keep this liquid in a stone container or vase. Once the container is opened or exposed to the air the potion will lose its magical properties within one minute unless it is drunk. Regardless of how blood of the peacless is made, it always looks and smells like poorly distilled vodka. After drinking this potion the hag will have her speed doubled, a +4 bonus to initiative rolls, and a +4 bonus to all of her weapon damage rolls for the next three minutes. While under the effects of this potion, the hag will scream and shriek and smell like she bathed in a sewer. She will also be in a rage, unable to cast spells or perform any complicated actions involving fine motor skills or concentration. At the end of this potion’s duration the hag must make a DC 16 Constitution saving throw or fall prone and be incapacitated for an hour as she falls into a deep slumber. While in this magically induced sleep she will not awake for any reason. Any creature, other than a hag, that drinks this potion must make a DC 16 Constitution saving throw or take 39 (6d12) psychic damage. The drinker takes half as much damage on a successful saving throw. Bramble Man Wondrous item, Weird, Very Rare This magical item is always under a powerful illusion. It will either appear as a very expensive toy or a very expensive art object. If this item is examined by a creature with truesight, then it appears to be a collection of black and brown twigs that have been bent and fastened into a vaguely humanoid shape between four inches tall and three feet tall. The hag choses the illusion when she makes the bramble man and through her rituals and magic often changes the weight and feel of the twigs; this means that the illusion is very difficult to detect, but not impossible. Any creature that is inspecting the bramble man closely will realize that it is covered by a powerful illusion if they succeed on a DC 20 Wisdom (Insight) or Intelligence (Investigation) ability check. 59 PART 8 | HAG WEIRDS


The hag that created the bramble man will either leave it to be found or find a way to gift it or deposit it near her target. Children. If the target is a child, then the child’s dreams will be filled with various pleasant fantasies that give very accurate instructions on how to escape their guardians and sneak their way into a location decided by the hag. After a week the child will start to show signs of exhaustion and unless watched or guarded in some way will attempt to follow the guidance given in the dreams. A child will usually explain the dream or otherwise not resist if caught in the act of escape. Any spells or effects that prevent bad dreams, evil, or mind-influencing effects will block the bramble man from invading their dreams. If the bramble man is destroyed or moved more than 120 feet from the child then the effect ends and the hag will have to acquire the bramble man again and spend time and resources in order to reset it. Adults. If the target is an adult, then the first adult to claim the treasure as theirs will have vivid dreams. The adult’s dreams will be filled with pleasant fantasies involving hidden treasure, erotic rendevous, fullfillment of dark fantasies, or anything else that could convinve an adult to sneak away in the middle of the night, alone. Each morning the adult must make a DC 10 Intelligence saving throw or become obsessed with following the instructions in the dream, having decided that the treasure is real. The target will be aware that they are having the same repetitive dream but it will not affect short or long rests or otherwise impair them. This effect ends if a dispel magic or dispel evil and good is cast on the target. This effect ends if the target is more than a mile away from the bramble man. If this happens, the hag will attempt to reacquire the bramble man in order to reset it, just like above. The bramble man is old, powerful magic, that is hard to detect. Anyone traveling astrally or ethereally will see a golden thread stretching from the sleeper in the general direction of the hag. This line will end after roughly 60 feet. Identify will not reveal a bramble man, but a legend lore spell, may, depending on the DM. Dispel magic has no effect on a bramble man, but if cast on the target while sleeping will only work to clear the target’s dream, but if, on the second night they are within range of the bramble man, they will begin to dream the hag’s programmed dream again. A remove curse spell, if cast upon the sleeper or the bramble man will only turn it off until the hag can reset it again. Corpse Candle Wondrous item, Weird, Rare Corpse candles appear to be large simple tallow candles that are impossible to light. Their wicks only burn with a blue flame once they have captured a soul. A hag will make a corpse candle after rendering the fat of humanoids and performing other profane rights. Once it is completed a hag will usually carry the candle with her in anticipation of capturing a soul with it. If she either kills or is nearby a sentient creature when it dies, she has three minutes to place the candle next to the recently deceased. She then concentrates and the soul is captured by the candle. If she is not interrupted, then the candle wick will be lit by a bright blue flame. The candle will continue to slowly burn over the course of three hours and if the light is stoppered or blown out then the soul escapes. Hags will use these lit candles to make special offerings at an altar or shrine to cegilune or to trade with night hags, demons, or devils. This weird has only one effect on gameplay other than to completely destroy the soul and prevent raise dead or resurrection from being able to bring the target back to life. While carrying a lit corpse candle, a hag has advantage on all of her saving throws. A hag will still avoid combat if possible, because a lit corpse candle can easily be stoppered, freeing the soul and rendering the candle inert and useless. What benefit a hag receives from the goddess Cegilune after successfully making an offering is up to the DM. Crone’s Cane Rod, Weird, Legendary Croning wands and crone canes can come in a wide variety of shapes and sizes. This particular weird is vastly more powerful than a wand used in rituals. This crone’s cane is incredibly rare because it can only be made by a grandmother hag in the presence of an avatar of Cegilune. A crone’s cane made in such a manner becomes a very powerful hag weird that can be as simple or ornamental as the hag that created it. A crone’s cane functions as a club +2, if wielded in combat. If the crone’s cane strikes a living target then it must make a DC 16 Constitution saving throw or rapidly age 14 (4d6) years. Those that fail this saving throw have their maximum hit points reduced by 5 (1d10). The lost age can be recovered by a remove curse or greater restoration. 60 PART 8 | HAG WEIRDS


The hit point reduction will be cured after a long rest or a heal spell. This aging effect can only be triggered against a target once per turn. A crone’s cane can be used to age a target only 9 times before it must be placed in a shrine to Cegilune for three years to recharges. The crone’s cane also bestows benefits to the hag that is holding it in at least one hand, as long as the hag or the cane is not being concealed or under any illusions. This cane grants the hag advantage on Intelligence and Wisdom saving throws, +4 bonus to her Wisdom (not to exceed a score of 24), and causes the hag to regenerate 3 hit points per round as long as the hag is in moonlight. A hag that has lost or had a cane stolen, even if by another hag, has a year and a day to recover it or she dies a brutal and violent death as an avatar of Cegilune (and a coven of night hags if the grandmother is very powerful) drag her back to Hades where she will be cooked and eaten. Dead Man’s Bottle Wondrous item, Weird, Very Rare This is a grimey antique wine bottle bearing no label. It can be ornamental or plain, depending on the hag that makes it. The alcohol in this bottle can only be used for magical purposes once a week, regardless of how much alcohol is filled and then poured out of it. When the bottle is filled with alcohol and then poured upon a grave, any corpse no more than ten feet below the surface is affected by a modified speak with dead spell. If a hag has used this bottle then the spell will work on any corpse that is not older than 101 years. A creature, other than a hag that uses this bottle will be told nothing but lies. This hag weird will also work if the corpse, skull, or head is inside a cauldron. If a hag drinks the alcohol out of a dead man’s bottle then she recovers (13) 2d12 lost hit points, and can choose to be under the effects of freedom of movement until the end of her next turn. If any other creature drinks from the dead man’s bottle then they must make a DC 13 Constitution saving throw or be affected by the spell confusion until the end of their next turn. If you are using the alternate intoxication rules (https://www.dmsguild.com/product/290659) then they also gain two levels of intoxication if they fail their saving throw. WARNING Golden Boy is arguably the foulest thing you will read about in this entire work. This hag weird makes use of a dead humanoid fetus and hints at herbally induced abortions. If this subject will create any difficulties for you or your players please skip this item. Golden boys are an occult item pulled from popular culture that you can learn more about if you choose to. Golden Boy Wondrous item, Weird, Legendary Everything about this item is evil and there are many rumors surrounding the creation of a golden boy. Peasants, nobles, and herbalists believe a hag will make one of these if a pregnant woman asks her for help with, “not being with child anymore.” A clever DM can determine the how based on what their campaign and players can handle. A golden boy, once made by a hag, is a mummified fetus that has been encased in gold and usually attached to a pedestal. These foul items can be used by the hag in two ways. She can place it within half a mile of her lair to function as a sort of focus for scrying, or she can place it in her lair as a sort of trap. The hag will decide which version the golden boy is while making it and will be unable to change it. Though called a golden boy, the gender of the fetus is irrelevant for this purpose. Scrying Focus. If used as a scrying focus then the hag will either give it to a nearby powerful evil creature as tribute or a gift for their treasure hoard or place it in a hidden place near civilization. If the hag wants the intended target to be able to communicate with her then, once per day, the golden boy can be used to cast sending, with a


range of half a mile and only if the target is the hag that made the golden boy. Otherwise the golden boy allows her to extend any of her remote viewing spells like arcane eye to within 30 feet of the golden boy. If the hag casts scrying, then she can choose to view anything within 300 feet of the golden boy. The golden boy must not be covered or hidden for this to work. Trap. If placed as a trap, then the golden boy must not be covered or hidden in any way. Once the hag places a golden boy it will not be active unless it has not been disturbed for a week. Once activated as a trap the golden boy functions as a sentinel with passive Perception 15, darkvision 120 ft., and truesight 10 ft. If it perceives anything other than the hag within those ranges it will let out a terrible scream. This scream affects all within 120 feet of the golden boy, who are not deaf, as if a spell DC 15 wail of the banshee (see spells) spell was cast. After the golden boy lets out a wail, then it will immediately disintegrate. Because of this a hag will only use a golden boy to guard something very important, in a place that her minions won’t accidentally set it off. There are rumors that if the hag that created a golden boy is slain, and the item soaked in her blood that it can turn into a beneficial hob or guardian spirit for the family line that it was taken from. Hag Dust Wondrous item, Weird, Rare Hags will often go to great lengths to recover the remains of slain hags, not as a means to honor the dead, but for the alchemical and magical properties found in a hag corpse. Hags have even been known to not seek vengeance on the slayer of a hag, if the body is promptly delivered to a living hag. The most famous use of a hag corpse is to make what hags call hag dust. Hag dust is usually used right before battle, for the hag can toss a handful of dust and it will magically levitate in a light cloud for thirty minutes before it falls to the ground. If a hag can see the suspended dust then she can cast any spell and use the dust as the casting point of origin. This would allow a hag to cast a spell with the range of touch against anything in contact with the cloud. Clever hags have used this for a wide variety of creative uses. The only spells that do not have their target changed are spells with a range of self. Any non hag that attempts to use the dust must make a DC 15 Charisma saving throw or be struck blind and deaf permanently. Source Hag Dust was inspired and adapted from Sam Robert’s weird dust submission. Hand of Glory Wondrous item, Weird, Very Rare The hag weird, hand of glory, is a preserved hag’s hand that is often worn as a pendant or attached to a hag’s belt. Once per day, as a bonus action, the hag can mentally command the hand of glory to cast one of her spells so long as it does not require any components more expensive than a gold piece. The spell functions normally, uses the hags spell attack and spell DC statistics, but the hand will move on its own, fulfilling any somatic component requirements of the spell. Spells cast by the hand are cast without the need for verbal components. Hags often become attached to a hand of glory that they own, often giving it a name and having one-sided conversations with it. It is rumored that a hand of glory can only be made with Cegilune’s blessing, and usually as a terrible punishment to whichever hag must lose a hand in the process of crafting this item. Any creature, other than a hag attempting to use one of these will find that 1 in 3 of their spells, whether cast through the hand or otherwise, has the target switched to the caster. This effect will remain until a dispel evil and good or remove curse spell is cast on the victim. Hatred Bracelets Wondrous item, Weird, Very Rare Hatred bracelets allow a hag to cast and store any spell, with a range of touch, in the bracelet for up to an hour. 62 PART 8 | HAG WEIRDS


The hag can choose to cast the spell on a target that she successfully hits with her claws or hands. If the spell is not used after an hour then the spell dissipates. This weird can only be used to store a spell once per moonrise. This weird also increases the hag’s claw attack damage by 3 (1d6) necrotic damage if the target is in moonlight. Any creature, other than a hag, foolish enough to put these on will find themselves stuck fast to the nearest surface. They will be unable to move until they take the hatred bracelets off or succeed on a DC 15 Strength (Athletics) ability check. This check must be made each turn if the wearer wishes to move. If the wearer fails the check then they gain the restrained condition and can attempt another check at the beginning of their next turn. Source Hatred Bracelets was inspired and adapted from William Alexander’s weird bracelets submission. Head of the Loveless Wondrous item, Weird, Legendary The worst punishment for a hag, short of being carried away to the Burning Bright, is to be caught, tried, and found guilty for being in love. Such trials are rare, because it requires a neutral coven to determine guilt, and if the accused can prove she is not in love, then the accuser loses a hand or is torn to shreds depending on how the trial went. If the accused is found guilty then she is restrained and her head is ripped from her body. The head is then fashioned into a head of the loveless and given to the accuser as a reward for betraying her sister’s terrible secret (or crafting a lie the accused couldn’t discount). The head of the loveless is a perfectly preserved hag’s head with sewn shut eyes, mouth, and neck. In order to be used the hag must, as an action, hold the head up high and verbally shout, “love is a disease!” The stitches on the head of the loveless will stretch and every creature within 60 feet must make a DC 15 Charisma saving throw or take 21 (6d6) psychic damage as the head screams in agony, or half as much on a success. Maiden Hands Wondrous Item, Weird, Legendary These thin leather gloves are fingerless to allow a hag the use of her nails in combat. These gloves are crafted using the skin off of a female humanoid's hands. Even right after crafting, they appear completely grey as if all the color was drained from them. A hag that wears these gloves can cast alter self as a bonus action, to transform into the form of the female humanoid that the maiden hands were fashioned from. A hag can also choose to only alter the appearance of her hands, which hags have been known to to as a sick joke or as a sort of fashion statement. A hag that is expecting battle can use the maiden hands to increase the damage that her nails or claws inflict, but if she does so then they cannot be used in the alter self fashion until the next twilight. A hag that uses the maiden hands in this fashion has her nails or claws take on a mother-of-pearl sheen. Each nail or claw attack made by the hag inflicts an additional 3 (1d6) slashing damage. Any creature, other than a hag, that wears the maiden hands will polymorphy into the dead female humanoid’s form until a remove curse is cast upon them. Moon Choker Wondrous item, Weird, Very Rare These black leather and gold chokers are very elaborate and difficult for a hag to make. This hag weird will not 63 PART 8 | HAG WEIRDS


function in sunlight. Once made, they allow a hag to generate bright moonlight out to 30 feet and dim moonlight out to 60 feet once per day. The light lasts up to an hour or if dispelled by the hag. This moonlight allows a hag to use spells requiring moonlight. While producing moonlight, the moon choker also grants the hag resistance to one source of damage chosen when the moonlight is turned on. This choker will not function if worn by any creature other than a hag. Source Moon Choker was inspired and adapted from Xzaramon’s moon amulet submission. Secret Cauldron Wondrous item, Weird, Uncommon This is simply a thick bronze cauldron that can be made invisible if a hag speaks its command word. These can only be made by hags that have a shrine to Cegilune and access to large amounts of fresh giant blood. Hags carry secret cauldrons when they need to blend in or otherwise hide their nature. These cauldrons come in a variety of sizes, from a small pot to a very large boiler that could fit a large humanoid in it. Cegilune will grant a set of command words to a hag once, meaning that if the hag loses a secret cauldron or it is destroyed she will either have to beg Cegilune for another one or suffer without it. If the cauldron is visible, then the hag can speak a variety of command words to make the secret cauldron do more interesting things. One command word makes it heat up slowly as if over a fire. In game terms this does 2 (1d3) fire damage per round that a creature is touching or inside the cauldron. If the hag speaks a different command word then the cauldron will animate and can be ridden as if it were a broom of flying. The secret cauldron can only function like this for a total of 3 hours a week. If a hag uses this function in combat she can, as a bonus action, make the cauldron fly violently against an opponent within 60 feet that she can see. The hag makes a Ranged Melee Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d10) bludgeoning damage. If the hag uses the secret cauldron in this way, then it will not respond to any command words until an hour has passed. This item will not work for anyone but the hag that made it. If a creature, even a different hag, speaks the command words then the cauldron will animate and ram them, using the attack in the previous paragraph. Source Secret Cauldron was inspired and adapted from Flap Flap’s weird submission. Sepia’s Sigil Scroll, Weird, Legendary This hag weird is not made by hags but can only be used by them. It is assumed that Sister Sepia creates these and has one distributed during an eclipse, but the specific details are not understood, even by the hags. Sepia’s sigil is a rolled piece of tanned leather, tied by a bright yellow ribbon that one very unlucky hag will discover in her lair. Hags immediately know what it is and what it portends. Once unrolled it reads, in the Sylvan tongue, “you are formally invited to visit Sister Sepia’s next masque ball. Please dress appropriately and you are allowed one guest. A daughter will arrive within the month to escort you.” To most creatures, being invited to a masque ball, will be, at worst, time consuming and boring. To a hag, being invited to the far side of the moon to be surrounded by beauty and light is horrifying. It is widely assumed that no hag has actually waited for her escort. Hags will do one of three things if they find a Sepia’s Sigil. They will immediately uproot their lair and move far away, they will try and sneak the scroll into a rival’s lair, or they will attempt to burn it in a cauldron. It is said, by the hags, that “Sepia is going to drag someone to the Burning Bright, but it doesn’t have to be me!” Moving one’s lair and leaving the scroll works to avoid the summons. Tricking a rival and hiding it in her lair also works, to redirect the sepia’s daughter to one’s rival. Burning the scroll unleashes a magical trap that forces the hag to make a DC 19 Charisma saving throw or have a magical brand burned into her back. This brand causes a scar in the shape of a snake in an “S,” that glows with a dim brownish red light. If this happens the sepia’s daughter will be able to track the hag until she can get it removed (this requires an expensive ritual performed by a coven with an auntie in attendance). Regardless, a sepia's daughter arrives and tracks down the nearest hag once it arrives in a month and the hag is never seen again. This weird is included because one was discovered by a clever Witch Hunter who used its placement to greatly upset the local hag’s social order. At least three hags were killed by their sisters by the time a sepia’s daughter arrived to drag away a fourth. The Witch Hunter is none other than the interim (as of this writing) Grand Master, Daniel Popescu. 64 PART 8 | HAG WEIRDS


Three-sided Cube Wondrous item, Weird, Rare This hag weird will only work for the hag that created it and a hag may only have one at a time. After a short but exhausting ritual, the hag places a dark green crystal pyramid in a cold iron cauldron. The visible pyramid represents what the hags call the “three-sided cube.” The pyramid at the bottom of the cauldron is the corner of a cube, with the rest of the cube residing in Hades. This weird has 3 charges and it and the cold iron cauldron will evaporate after the 3rd charge is expended. If the pyramid is removed from the cauldron it will also evaporate. As long as the hag is within one mile of the three sided cube, she can, as a reaction, reroll any one die roll that she choses. This can be a saving throw, attack roll, one die in a damage roll, etc. She can use this reaction once per turn, but each use reduces the amount of charges in a threesided cube by one. Tomb of Weeds Wondrous item, Weird, Legendary This large woven mat will only function if laid on dirt or sand. It looks to be made of old thorns and roots, functioning automatically if a living creature touches it with any exposed skin for more than a moment. The tomb of weeds will immediately grow thorns that penetrate the skin and as long as the creature does not pull back they will quickly become unconscious, lay down, and then on their next turn be wrapped completely in the roots and thorns: deposited ten feet under the mat. A conscious creature can easily resist this by moving away from the thorns. If the creature does not resist or get rescued then it is under the effects of a thorns of death and life spell for the next three hours (this spell is described in chapter 9). A hag will use this weird to escape or heal herself if need be. If she is ten feet underground and the mat is destroyed then she will die, so she will only do this outside of combat or keep the tomb of weeds in a hard to reach location. Once used, this tomb of weeds will not function again until it has been fed roughly nine hundred pounds of flesh over the next three weeks. This hag weird, could possibly be used by a creature other than a hag, but only a hag knows how to uproot a tomb of weeds without destroying it. Anyone else trying to move it, who does not succeed on a DC 20 Intelligence (Nature) check will destroy this weird. This weird will also be destroyed if it is not planted in a suitable spot before the next moon-rise. Vorpal Boline Weapon (sickle), Weird, Legendary This weird is only made by a night hag coven, who will take turns carrying it. A hag will bring this with them if they are interfering with dreams or traveling in the Astral or Ethereal Planes. For more information on these two planes and the use of astral projection, see chapter 2, “Creating a Multiverse,” in the Dungeon Master’s Guide. If the vorpal boline (a type of sickle) is used for combat outside of the Ethereal or Astral Plane, then it is a sickle +1. But most hags can do far more damage using other tools. The vorpal bonine becomes more useful if brought into the Ethereal or Astral Planes, where it is as a sickle +2, +2d4 necrotic damage, if used for combat there. A hag, as an action, can also attempt to either identify a silver cord or sever one if she choses. In the hands of any creature that is not a hag, the vorpal boline is only a sickle +1 that cannot identify or sever silver cords. Identify Silver Cord. A hag, using a vorpal boline in the Astral Plane, can attempt to identify who or what is using an astral cord by grasping it in one hand and slicing off a thin ribbon from the cord: which she then eats. If she succeeds on a DC 10 Charisma ability check then she learns who or what is using the cord. This information is limited to name, race, and the plane they originated from and the plane they are currently on. The target that owns the silver cord will know that someone has the ability to sever their cord if the hag fails her ability check. The hag can attempt to identify the silver cord again if she fails. Sever Silver Cord. A hag can sever a silver cord by sawing at it with the vorpal boline. This is resolved with a Charisma ability check contest against whoever is using the silver cord. If the hag has not identified who the owner is then her check is at a disadvantage. If the hag succeeds in this Charisma contest then the cord is severed after 1d3 rounds. If the hag fails, then the target can either immediately return to their physical form or they can immediately travel back into the Astral Plane and confront the hag. A victim could theoretically ignore this attack also, but this is very dangerous for a severed astral cord results in instant death as the soul and body are separated forever. Wortcunning Thumb Wand, Weird, Uncommon The first hag to make a wortcunning thumb had an unusually dark sense of humor, even for a hag. The first wortcunning thumb was the thumb of a herbalist that had outsmarted this very resentful hag. As revenge she captured the herbalist and would not let him escape his cage until he had removed both of his thumbs. What these two fought over is lost to antiquity but these hag weirds are still being made. Young herbalists are told a different version of this story, but the moral is always the same: never upstage a hag if you value your thumbs. A wortcunning thumb wand is usually a curved antler with a magically prepared thumb attached to it with some sort of twine or ribbon. The thumbs are not important and are usually just decoration. While holding this weird, a hag has advantage on all Intelligence (Nature) or Wisdom (Medicine) ability checks involving plants, herbs, poisons, or naturally occuring diseases. The user of a wortcunning thumb will never misidentify a poison or harmful herbal 65 PART 8 | HAG WEIRDS


concoction that they have made. The user of a wortcunning thumb can also choose to disguise a herbal remedy, brewed potion, or poison that she crafted. In game terms, this means that anyone who fails to identify such creations made by the hag will instead identify the creation as something else. Hags will often do this in attempts to fool or otherwise embarrass local herbalists. If the hag is watching the creature’s attempt she can force their ability check to be made at a disadvantage as long as she concentrates and can watch them. Any creature, other than a hag, attempting to use this weird will always get incorrect results when attempting to make Intelligence (Nature) or Wisdom (Medicine) ability checks.


New Spells G eneral Information. Most of these spells have been traded between hags for ages. It is very possible that some of them have ended up in the spellbooks of other creatures unless the spell can only be used by a hag; those spells will have “hag” listed after the spell level. Stain Sigils. Hags with access to the spell, stain sigil or symbol, will often use their own sigil wheel to create hag specific symbols that all hags will immediately recognize. As an exemption to the normal symbol spell rules, a hag made symbol must be clearly visible or it will not work. Hags refer to their variety of sigils as, “stains,” and will either use blood, excrement, paint, or other substance to draw the sigil. The magic that is infused into the symbol or stain makes it glow with a dim green light that can easily be seen in darkness. The following are known examples of stain sigils used by hags:


69 PART 9 | NEW SPELLS


Spell List Hag Spells Cantrips (0 Level) Part Clouds (transmutation) Raven in Moonlight (divination) 1st Level Beauty’s Burden (enchantment) Hag Stream (evocation) Teal the Grey (divination) 2nd Level Aberrate (transmutation) Mooneye (necromancy) Woe and Weal (enchantment) 3rd Level Dream Eater (necromancy) Waste-not Hook (necromancy) 4th Level Sigil Stain (abjuration) Bard Spells 1st Level Oblivious Technique (abjuration) 3rd Level Face Off (transmutation) Suffer My Pain (necromancy) 6th Level Wail of the Banshee (evocation) Druid Spells 1st Level Chum (conjuration) Fungal Bloom (conjuration) 2nd Level Aberrate (transmutation) Inkweave (transmutation) 3rd Level Conjure Vile Swarm (conjuration) Moonward (abjuration) Still Water (transmutation) 4th Level Thorns of Death and Life (necromancy) Ranger Spells 1st Level Chum (conjuration) 2nd Level Inkweave (transmutation) Sorcerer Spells 1st Level Oblivious Technique (abjuration) 2nd Level Aberrate (transmutation) Ray of Exhaustion (necromancy) 3rd Level Conjure Vile Swarm (conjuration) Face Off (transmutation) Suffer My Pain (necromancy) Tide Mastery (transmutation) 6th Level Wail of the Banshee (transmutation) Warlock Spells 2nd Level Brightburn (evocation) Ray of Exhaustion (necromancy) 3rd Level Conjure Vile Swarm (conjuration) Face Off (transmutation) Suffer My Pain (necromancy) Wizard Spells 1th Level Oblivious Technique (abjuration) 2nd Level Aberrate (transmutation) Inkweave (transmutation) Moonfire (illusion) Ray of Exhaustion (necromancy) 3rd Level Moonward (abjuration) Suffer My Pain (necromancy) Tide Mastery (transmutation) 6th Level Wail of the Banshee (evocation) 70 PART 9 | NEW SPELLS


Spell Descriptions The spells are presented in alphabetical order. Aberrate 2nd-level (hag) transmutation Casting Time: 3 minutes Range: 15 feet Components: V, S, M (large pregnant herbivore, such as an cow, horse, or ox, which is ritually killed) Duration: 24 hours This spell can only be cast in moonlight. A hag will cast this spell on two of her minions or slaves who must be restrained, willing, or otherwise forced to keep within five feet of the sacrifice during the duration of the casting of aberrate. A hag will sometimes cast this on a captive as a form of punishment or short-term curse, as was seen in the story of Prince Vilhelm “Drippy” whose womanizing and carousing convinced his third wife to make a deal with the hag Broomhill; she captured Vilhelm and turned him into a grotesque mix of human and boar for a day. When this spell is cast, two creatures no larger than Medium in size merge together to create a grotesque creature as hideous as it is violent and deadly. An example of a bugbear and ettercap transformed into a grotesque can be found in the bestiary. Any two Medium sized creatures can be turned into a grotesque by using the spell aberrate. Grotesque Statistics To create your own grotesque, choose the more powerful creature as the base creature, then combine their Str and Con bonus modifiers into a new ability (Str 15 and Str 13 have the bonuses +2 and +1. When combined you need a stat that gives a +3: either Str 16 or Str 17). Combine Con the same way and use the worst ability choice for Dex, Int, Wis, and Chr. Then take creative license with the rest. The combined creature should be +1 CR of whichever creature was strongest. The grotesque in the bestiary was created using these guidelines. Beauty’s Burden 1st-level (hag) enchantment Casting Time: 1 reaction, which the hag takes when a foe succeeds on a Charisma saving throw Range: 60 feet Components: S Duration: 1 minute When a hag casts this spell, her eyes will briefly flash with a gray light and one of her hands will make a slashing motion towards the foe that succeeded on a Charisma saving throw. The target must make a Wisdom saving throw or have disadvantage on any Charisma saving throws caused by the hag that cast this spell. This disadvantage penalty will continue up to a minute, as long as the hag that cast beauty’s burden remains within 60 feet of the target. This duration does not require concentration. After the target fails a Charisma saving throw, this spell effect is removed. Brightburn 2nd-level evocation Casting Time: 1 action Range: 90 feet Components: S Duration: Instantaneous This spell will only work if the target is illuminated by moonlight. This spell cannot be cast by a hag. This spell will function underwater. When you cast this spell, a target within range begins to burn by the very moonlight they are standing in and must make a Dexterity saving throw. It takes 10 (4d4) fire damage on a failed save, or half as much damage on a successful one. A target that is concentrating, that fails its saving throw against brightburn, fails its concentration check also. If the target is a hag, then it takes necrotic damage instead of fire damage and the hag is vulnerable to the damage from this spell regardless of any natural or magical resistances she has. The flames will be a dark sepia color if a hag is being burned. No known cleric has ever successfully prayed for access 71 PART 9 | NEW SPELLS


to this spell. The only known users of this spell are sepia’s daughters. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage is increased by 2d4 for each slot above 2nd. Chum 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: M (3 pounds of aquatic creatures quickly torn to shreds) Duration: 1 hour This spell only functions if the caster is completely submerged in a liquid: usually water. You quickly tear a living creature or creatures apart, sending the blood and smell up to 60 feet away from you to a point that you can see underwater. The corpse(s) in your hands disintegrate and the point that you designated now emits a very powerful smell of blood and flesh that most aquatic carnivores can smell from roughly a mile away. Over the next 30 minutes, your spell attracts a variety of aquatic carnivores (eel, fish, octopi, sharks, etc.), both natural and unnatural. These creatures will be under no compulsion to treat you in a friendly manner. The more intelligent of the arrivals might get enraged to find out that there is no actual meal to be had. Conjure Vile Swarm 1st-level conjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (crushed roach powder which your spread in a wide arc in front of you) Duration: 3 minutes This spell can only be cast if you are illuminated by moonlight. You draw the available moonlight towards yourself and redirect it to the ground. Insects and vermin bursts from the ground glowing a bright teal and quickly growing in size: each is soon the size of a small cat. These enlarged and magically enhanced vermin are called a swarm of vile things, and their statistics can be found in the bestiary. As a bonus action you can direct the movements of the swarm. If you do not, then the swarm attacks the nearest creature. This swarm of vile things does not recognize friend or foe and will continue to exist until the spell expires or is dispelled: even if the caster is incapacitated or dead. These creatures are native to the Feywild and will sometimes continue to exist if they are conjured near a portal to the Feywild. If this does happen, then they will flee into the ground after the spell has expired and will ignore any control attempts by the caster. Dream Eater 3rd-level (hag) necromancy Casting Time: 1 minute Range: Touch Components: S, M (a spoon made out of a human’s pelvis bone, enchanted in such a way that it can travel to the Ethereal Plane) Duration: Concentration, up to 1 minute A hag, usually a night hag, will cast this spell while she is in the Ethereal Plane. She will usually choose a dreamer that is alone because she is vulnerable while casting this spell. As she casts this spell she will hold one fist over the dreamer’s head while concentrating on a special bone spoon. While doing this she can be attacked from either the Material Plane or the Ethereal Plane. After she casts the spell she thrusts the spoon into the dreamer’s head. The dreamer will make a Charisma saving throw. Upon failure, the dreamer will take 7 (2d6) psychic damage each round that the hag is concentrating, up to a minute. The hag regains hit points equal to half the damage inflicted. The hag can gain up to 10 temporary hit points if she is fully healed. These hit points will be removed after an hour. If the dreamer makes its Charisma saving throw, it takes 7 (2d6) psychic damage but immediately wakes up with a pounding headache. The hag will be pushed back fully into the Ethereal Plane and paralyzed until the start of her next turn. Any dreamer that makes their saving throw is immune to dream eater for a week. A dreamer that survives their encounter with the dream eater will vaguely remember feeding a large forest animal 72 PART 9 | NEW SPELLS


by pulling fruits or vegetables out of their head. This spell was adapted from Vile Traditions (https://www.dmsguild.com/product/288155/VileTraditions). Face Off 3rd-level transmutation Casting Time: 1 action Range: 90 feet Components: S, M (a silvered mirror, worth at least 10 gp, which you must break violently) Duration: 1 minute This spell has no effect on creatures that do not have humanoid faces or creatures with an Intelligence of 3 or lower. You cast this spell while staring into the broken mirror: then fling a mirror shard at a target. The target must make a Charisma saving throw or have their face transformed into yours as your face transforms into theirs. For the duration of this spell the target must succeed on a Charisma saving throw or they are unable to target you with any action. Upon success they can target you with actions, but with disadvantage, until their next turn in which case they must succeed at another saving throw in order to target you again. During your turn, if you take any action, not directed at the target of face off, then this spell effect ends. A creature can be effected by this spell only once per day. Fungal Bloom 1st-level conjuration Casting Time: 1 minute Range: Touch Components: S, M (handful of puffball mushrooms which are smeared on the target during casting) Duration: Concentration, up to 3 minutes This spell only works on living creatures of Medium sized or smaller. You or a willing creature you touch has their skin covered in small mushrooms and fungus. The target of this spell is blinded and deafened, loses 4 (1d8) temporary hit points, and is surrounded by a thick cloud of ochre spoors that affect every living creature in a 10-foot-sphere, centered on the target and moving with the target. Those in the area of affect, to include the target, must make a Constitution saving throw at the beginning of their round or be poisoned. When the target is reduced to 0 hit points it dies as it bursts violently, causing 7 (2d6) bludgeoning damage to everything within a 10-foot-sphere radius. This spell was originally created by hags who would cast this on an expendable minion, slave, or unconscious victim. This spell is automatically cancelled if the target resists in any way. Why any sane caster would cast this spell upon themselves is a mystery. Hag Stream 1st-level (hag) evocation Casting Time: 1 action Range: 90 feet Components: S Duration: 1 minute This spell has no effect if the target is not in moonlight. This spell has no effect on any creature with the fey subtype. A teal, wispy, and sinuous stream of energy fires from the hag’s pinky finger towards her target. The hag makes a ranged spell attack against the target. On a hit, the target glows with bright teal flames and takes 1 point of radiant damage per round. These teal flames will persist, for up to a minute, as long as the target remains in any amount of moonlight. Targets, who are not blind, suffering from radiant damage caused by a hag ray will have disadvantage on all attacks that target any hag that is also illuminated by moonlight, as their exact location appears blurry and murky: nearby lights seem to stream towards each hag. Creatures not affected by a hag ray will not see this effect. A hag creates more than one stream at higher spellcasting levels: two streams at 5th level, three streams at 7th level, four streams at 9th level, and five streams at 11th level.


Inkweave 2nd-level (hag) transmutation Casting Time: 1 action Range: Touch Components: S, M (living cephalopod or squid that is crushed to death during casting) Duration: 10 minutes This spell only functions if the caster is completely submerged in a liquid: usually water. You or a creature you touch generate purple ink, so dark that it is almost black for the next 10 minutes. This ink oozes from your skin and spreads away from you with a speed of 5 feet per round. If you do not move during your turn then you will have half cover at the end of your turn that will persist until you move or the spell ends. If you move during your turn then each space that you enter will be clouded with ink and difficult to see through. Any creature inside the ink, other than you, is considered blind until they move out of the ink. The ink cannot be penetrated by darkvision, but a target with blindsight or truesight is unaffected by this spell. You can, as a bonus action, spread ink up to twenty feet in any direction as long as the ink areas are contiguous. You can also cast or use an ability with a range of touch, targeting the ink. You and every target within five feet of the ink is affected by this spell. You will automatically fail any saving throws caused by using the ink this way. The ink evaporates when the spell ends and the spell is dispelled if you use a touch spell with the ink. No one, other than you, can use the ink to spread a touch spell. Mooneye 2nd-level (hag) necromancy Casting Time: 10 minutes Range: 60 feet Components: V, S, M (rough aquamarine gems worth no less than 50 gp that disintegrate once spell is cast) Duration: 1 hour This spell must be cast in moonlight. The hag casts this spell on undead creatures that are not hostile to her. She can affect twice as many hit dice in undead as her spellcaster level. A green hag, as a 5-th level spellcaster, can cast mooneye on up to 10 hit dice of undead that are not hostile to her. The undead creatures targeted by this spell will have brightly glowing teal lights instead of eyes and a thin teal mist will follow them as they move. Undead under this effect have disadvantage on any attempts to use the Dexterity (Stealth) skill. Undead under the effects of mooneye will radiate bright moonlight out to 20 feet and dim out to 40 feet; spells requiring moonlight will function as long as the caster or target is within 40 feet of an undead creature affected by mooneye. Undead affected by this spell have resistance to radiant damage and their melee attacks inflict an additional 1 radiant damage per hit, but they lose 1 hit point every minute. This damage cannot be prevented while the undead are under this effect. Intelligent undead can make a Constitution saving throw once reduced to 0 hit points to instead be reduced to 1 hit point and no longer affected by mooneye. Those that fail, and undead creatures without intelligence disintegrate once they reach 0 hit points while under the effects of mooneye. This spell will persist even if the hag that cast it dies or travels to another plane of existence. This spell has no effect if cast on hostile undead or targets that are not undead. Moonfire 2nd-level illusion Casting Time: 1 action Range: 60 feet Components: V, S, M (an uncut moonstone gem that is not consumed) Duration: Concentration, up to 1 minute The caster causes teal flames to engulf up to three targets within 60 feet. This spell has no effect on blind creatures, constructs, or the undead. If the targets do not have the fey creature subtype, then these flames are illusionary, and those that make an Intelligence saving throw can ignore the illusionary teal flames. Those that fail must react and take damage as if they were on fire, taking 2 (1d3) fire 74 PART 9 | NEW SPELLS


damage each round. Unlike phantasmal force, this effect is visible to other creatures, as long as they are within 60 feet of the caster. A creature can reattempt its saving throw at the end of its turn, with a success ending the effect. This spell will not burn or damage any equipment or inanimate objects, and a creature reduced to 0 hit points by this spell is incapacitated and succeeds on death saves unless damaged by something else. If a creature with the fey creature subtype is targeted by this spell, then the flames are very real, causing 5 (1d10) radiant damage each round unless they succeed on a Dexterity saving throw. Those that fail will remain burning with radiant teal energy, even if underwater or in an airless environment. A suffering creature can use its action to attempt to stamp out the flames by making another Dexterity saving throw, with a success canceling the effect. Fey creatures with less than 3 hit dice that fail their saving throw will also gain the frightened condition. Moonward 2nd-level abjuration Casting Time: 1 action Range: 60 feet Components: M (a spherical onyx stone, worth no less than 20 gp, that is not consumed) Duration: Concentration, up to 10 minutes You cast this spell and select a target area within range and a dark grey field, 30 feet in radius, appears. No creature or spell drawing power from the moon or moonlight can penetrate the sphere so long as you concentrate on the spell. Creatures inside the dark globe also have advantage when making saving throws to resist insanity or the effects of horror. A creature that cannot move into the protected area, most lycanthropes for example, can still use ranged weapon attacks but none of their spells or spell-like attacks can penetrate the globe. This spell does not prevent hags from moving into the protected area, but any spell using or affecting moonling will not function. You can move the protecting sphere up to 30 feet at the beginning of your turn, as a bonus action. If you attempt to move the field through a creature or affect drawing power from moonlight then the spell fails. This spell was adapted from sunward, a spell found in Vault of Magic (https://www.dmsguild.com/product/288029). Oblivious Technique 1st-level abjuration Casting Time: 1 reaction, which you take when a spellcaster within range targets you with a spell Range: 90 feet Components: V, S Duration: Instantaneous You quickly make a hand sign towards the spellcaster. This spell counters, with no saving throw to resist, any cantrip that the target was casting. If the target is casting a 1st level spell, they must make a Wisdom saving throw or the spell fails as they forget crucial components of casting it. The targeted spell is not consumed and is still available for casting. The target is immune to further oblivious technique for the next hour, regardless of their saving throw results. When you reach 5th level, you can affect 2nd level spells, 11th level (3rd level spells), and 17th level (4th level spells). Part Clouds Transmutation cantrip (hag) Casting Time: 1 action Range: Sight Components: V, S, M (thick smoke from any source and a dagger or other blade) Duration: Instantaneous A hag uses this cantrip to tear a small hole in the clouds, which illuminates her in moonlight if cast at night. Hags use this cantrip to create moonlight for some of their spells and rituals need natural moonlight in order to work. A hag could also use this cantrip to illuminate herself in sunlight if this spell is cast during the day. This spell will part nonmagical clouds or thick smoke within sight of the caster. The caster can pierce a large enough hole in the clouds or fog to reveal the sun, moon, or stars to those on the ground who are within 100 hundred feet of the caster. This spell can also move up to 100 cubic feet of nonmagical cloud, fog, or smoke a maximum of 60 feet. If this spell is cast on a creature mostly made of air, clouds, fog, or mist, then the creature must make a Constitution saving throw or be moved 10 feet away from the caster. A creature, moved in this way is immune to part clouds for 24 hours. This spell moves a susceptible creature further when you reach 5th level (20 feet), 7th level (30 feet), 9th level (40 feet), and 11th level (50 feet). 75 PART 9 | NEW SPELLS


Raven in Moonlight Divination cantrip (hag) Casting Time: 1 minute Range: Self Components: V, M (a raven’s eye) Duration: Concentration, up to 10 minutes A hag that uses this cantrip can see terrain and Huge sized creatures, as if viewed from above, within five hundred feet, but only if the moon is visible to the hag. She either uses this cantrip for navigation when the moon is out and visible, or as a way to view the immediate area around her lair. This sight is not focused enough to be used for scrying or any spells or effects that can be cast remotely by sight. Ray of Exhaustion 2nd-level necromancy Casting Time: 1 action Range: 90 feet Components: V, S Duration: Instantaneous You crook a finger and point it at a target and a bright red ray is fired towards them. Make a ranged spell attack against the target. On a hit, it takes 7 (2d6) poison damage and must make a Constitution saving throw or gain 1 level of exhaustion. A target that has gained a level of exhaustion from this spell is immune to ray of exhaustion for an hour. Sigil Stain 4th-level (hag) abjuration Casting Time: 1 minute Range: 30 feet Components: V, S, M (3 quarts of congealed blood and a young humanoid that are consumed during spellcasting) Duration: Until dispelled, triggered, or 1 year This spell is available to every hag coven, if cast using the rules for ritual magic found in chapter 10 of the Player’s Handbook. Individual hags could also have access to this spell. The hag casts this spell, inscribing a sigil based on their sigil wheel, on any surface within range. If the sigil is concealed in any way it is dispelled. Clever adventurers will sometimes toss a blanket or cloak over a sigil stain to destroy it. This has led many a hag coven to cast their stains upon the ceiling. The hag decides what triggers the magic contained in the inscribed sigil. The sigil cannot see invisible creatures but does have a passive Perception equal to 10 + the hag’s Charisma bonus. Most hags will keep the triggering rules simple; when an object moves or if a living creature gets within 10 feet of another object, etc. The hag that creates the sigil will always mention that the hags in the coven cannot trigger the sigil’s magic. Once triggered, the sigil stain will target the nearest target with one of the following spells: d12 Random Triggered Spell 1 stinking cloud 2 bestow curse 3 dispel magic 4 slow 5 arcane eye 6 command 7 fog cloud 8 bane 9 entangle 10 sleep 11 wind wall 12 spike growth Each spell is cast at the 4th spell-level and uses the spell DC and spell attack score of the hag that made the sigil. Any spell that affects more than one target decides targets randomly. Once triggered, a sigil stain quickly turns to black dust and blows away with the slightest breeze.


Still Water 3rd-level transmutation Casting Time: 1 action Range: 90 feet Components: S, M (translucent glass sphere filled with gelatin which is not consumed during casting) Duration: 3 minutes If you are completely submerged in a liquid and cast this spell, then you target a 30-foot-radius sphere section of water, that suddenly becomes very viscous and hard to swim through. If you are not fully submerged, then you cast this spell at the surface of a liquid, making a 30-foot radius circular section of the surface difficult to swim through. This circle is only five feet deep. Creatures with less than 2 hit dice, in the area of effect, are paralyzed without a saving throw. Everything else must make a Strength saving throw or be restrained in the thick gelatinous liquid. Once restrained a creature will need to succeed on a Strength saving throw to move, up to half of their speed through the gelatin. Creatures that breathe air or water, who are also restrained or paralyzed, are suffocating. Suffocating is explained in the Player's Handbook. The gelatinous section can move if pushed by strong current or Huge or larger creatures. Creatures that end their turn outside of the gelatinous area are no longer restrained. The caster can make the gelatin opaque; creatures that start their turn in it then have full cover and cannot see out of the gelatin. Those on the outside cannot see into the gelatin and they cannot target anything on the inside. This effect cannot be countered with truesight. The gelatin can be destroyed and each 5-foot cube section has an AC of 10, 25 hitpoints, and immunity to piercing and psychic damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the duration is increased by a minute and the affected radius is increased by 10 feet for each slot level above 3rd. As an example, if you cast this spell using a 7th-level spell slot, while underwater, you would create a 60-foot-radius gelatinous sphere, lasting 7 minutes. 77 PART 9 | NEW SPELLS


Suffer My Pain 3rd level necromancy Casting Time: 1 action Range: 15 feet Components: V Duration: 1 minute You shout a harsh command and target up to three friends, hirelings, minions, or slaves near you. The target must choose to accept this spell and if they resist it has no effect on them. For the targets that do not resist (referred to for the rest of this spell as minion) a thin dull red magical ribbon connects the base of their neck to yours: moving with you and stretching around corners. If the minion moves more than 90 feet away from you then suffer my pain is dispelled for that target. For the duration of this spell, you can, as a reaction regain hit points by damaging a minion. The minion takes twice as much damage as you recover. As an example, if you regain 12 hit points by drawing from a minion, then that minion takes 24 points of damage that cannot be resisted or prevented. You cannot reduce a minion's hit points by less than 0. You cannot spread the damage between minions, you must choose one minion per reaction that is used. This spell will only work on living minions. Teal the Grey 1st level (hag) divination Casting Time: 1 bonus action Range: 90 feet Components: S, M, (talc or very fine rock dust) Duration: Concentration, up to 1 minute This spell only works if at least some moonlight is illuminating the affected area. The hag tosses a handful of talc above her where it quickly moves and spreads towards an area she targets with a finger. The fine dust quickly settles over everything in a 15-foot-radius sphere. Every creature in the area of effect must make a Dexterity saving throw or glow with a bright teal light out to 5 feet, and dim light out to 10 feet. Glowing targets can not use any Dexterity (Stealth) abilities, but this spell does not affect any displacement spells like blur, nor does it prevent a target from going invisible. As long as the hag concentrates, the creatures targeted by this spell will continue to glow and provide a source of moonlight. Thorns of Death and Life 4th level necromancy Casting Time: 1 minute Range: 60 feet Components: M (fresh corpses) Duration: 3 hours This spell is cast upon a large thornbush with at least ten feet of soil beneath it. As the hag is casting this spell she will lay a dying or recently (within three days) dead creature alongside the thorn bush. She will then gather triple the target creature’s hit dice in corpses, rotting flesh, or blood. This spell will not work if only bones are gathered. When the hag is done casting this spell she marks the dying or recently dead target and then backs away as the thorn bush gains limited sentience, quickly wrapping and burying the target ten feet under the soil as it animates and magically consumes the component material and flesh to keep the target alive or to bring it back from the dead. This thorn bush will glow with a dull violet glow for the next three hours as the flesh and blood are slowly consumed. The target, if alive, will be in stasis until the spell ends in three hours. If the thorn bush is destroyed or dispelled then the target will die, if not already dead. If the spell is undisturbed for three hours, then the target creature is pulled from stasis and unburied, next to the thorn bush. The target is now alive, cured as if by a restoration spell, and at full hit points. This spell does not cure insanity or regrow lost limbs. Tide Mastery 3rd-level transmutation Casting Time: 1 action Range: Self Components: S, M (a smooth pebble, worn to a perfect sphere which is not consumed in casting) Duration: Concentration, up to 3 minutes This spell can only be cast underwater. When you cast this spell you redirect the tidal forces caused by the moon, either pulling objects in the water towards yourself or repelling them. You must choose to either pull or repel when you cast this spell and you cannot change it unless you cast the spell again. This spell either draws or pulls 78 PART 9 | NEW SPELLS


objects up to 60 feet away from you. Pull. At the beginning of your turn, any unsecured objects or tiny aquatic life, less than 20 pounds, are pulled towards you at a rate of 20 feet each round. Objects that get within 5 feet of you will begin to orbit around you, and with enough objects you will soon have a spherical cloud of objects and small animals orbiting around you. In game terms, given enough material, you will have three-quarters cover from everything outside the sphere. Anything attempting to hit you with melee attacks with a reach of less than 10 feet take 2 (1d3) bludgeoning damage after each attack. Any swarms in the affected area must make a Constitution saving throw at the beginning of their round or be destroyed. Repel. At the beginning of your turn, any unsecured objects or tiny aquatic life, less than 20 pounds, are pushed away from you at a rate of 20 feet each round. Creatures within a 60-foot-radius sphere of you must make a Dexterity saving throw or take 3 (1d6) bludgeoning damage each time they begin their turn in the affected area. Any swarms in the affected area must make a Constitution saving throw at the beginning of their round or be destroyed. Wail of the Banshee 6th-level evocation Casting Time: 1 action Range: Self Components: V, M (silver dagger worth at least 200 gp, that you stab into your forearm during casting) Duration: Concentration, up to 3 minutes This spell will not work if the caster is in sunlight. This spell will not work if the caster cannot feel pain while stabbing themselves. You stab your forearm with a silver dagger and magically enhance and amplify a scream of pain and anguish. You take 4 piercing damage, and every living creature within 30 feet of you must make a Constitution saving throw. Each creature in the area of effect, to include the caster, takes 21 (6d6) sonic damage and 21 (6d6) force damage and is stunned until the end of their next turn on a failed save, or half as much and not stunned on a successful one. Deafened creatures have advantage on this saving throw. Waste-not Hook 3rd-level (hag) necromancy Casting Time: 1 bonus action Range: 30 feet Components: M (curved cold iron nail fashioned to look like a fishhook which is consumed after casting) Duration: 1 minute When a night hag cast this spell she targets one living creature that she can see. The target now has a blood red cord of mist that extends six inches from the base of their skull. This cord always points away from the target, which makes it very difficult for the target to see the cord. If the target is reduced to 0 hit points, and they then fail a death save, their soul is collected by the night hag. The night hag will spend three days fashioning the soul into an easily transportable form called a hooked larva. If the hag is not killed or bargained with before that then the soul is considered destroyed. Woe and Weal 2nd-level (hag) enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 18 seconds (3 rounds) When a hag casts this spell she shouts to the moon, in Sylvan, for it to grant her woe and weal. Every living creature, with an Intelligence higher than 3, within 60 feet of the caster, to include the caster, must make a Charisma saving throw. Those that succeed add a + d4 to every die roll until the end of their turn and their eyes burn with a bright teal light. Those that fail their saving throw subtract a - d4 from every die roll and their eyes burn with a brownred light. If the hag that cast this spell fails her saving throw, then the spell ends and she is stunned until the beginning of her next turn. Each creature, including the caster, within 60 feet of the caster rolls another saving throw at the beginning of each new round until the spell ends. Hags will sometimes refer to this gamble as, “rolling the moon.” Certain disputes between hag covens are resolved with this spell. Whichever coven gets the most weal results wins the dispute. Sometimes the results are honored and sometimes not.


Bestiary G eneral Information. All of these creatures are associated with hags. Most are enemies, allies, or potential minions. Some, like the arcane, function as go-betweens that allow hags to trade with humanoids that would otherwise kill hags on sight. Any creatures using new spells, will have the spells listed in bold and italics. New Feature: Adaptation An adaptation number is the amount of damage removed from a specific damage type after a saving throw occurs. For example, Bob the ogrillon has Adaptation (5/radiant). This means that if an attack normally does 8 points of radiant damage to Bob, it will only do 3 points of radiant damage to Bob because of his adaptation. Note Adaptation is very similar to the Dungeons and Dragons 5th edition rules for object damage threshold, which has seen much use with the introduction of vehicle combat. Adaptation only applies once per spell or effect. Magic Missiles that hit a target will be affected once by Adaptation, not once per missile that hits the target. Updated Hags The five hags found in the Monsters Manual and Volo’s Guide to Monsters will be reprinted and updated for use with this work. These updates will include flexible alignments, spellcaster level specifics, new spells written in bold and italics, and very minor changes to the original wording. This does not change the challenge rating of any hag unless the DM also gives them magical items, witch fingers, or other weirds. This section will also have guidelines for making Auntie and Grandmother Hags, Nightshade Hags, Young Hags, Hags In Waiting, and Hag Spawn. Annis Hag, Auntie Grime Hill Bheur Hag, Auntie Frigid Hearth Green Hag, Auntie Wyrdling Night Hag, Auntie Blue Lips Sea Hag, Auntie Shatter Eye Hag, Grandmothers Hag, Young Hag in Waiting Nightshade Hag Nightshade Hag, Herra, Queen of the Chittering Muck Ogre, Hag Spawn Virinik The Only New Monsters Arcane Bloodthorn Catwere Demon, Uridezu Forgotten Golem, Maggot Gremlin Grotesque Ettercap-Bugbear Hag Tree Iron Maw Quiller Sepia’s Daughter Skeletal Wyvern Suncatcher Swarms Unicorn, Arboreal Vengeful Treant Will-O-Wisp, Ghostlight 81 PART 10 | BESTIARY


Creatures Statistics T he statics are grouped in this chapter and presented in alphabetic order. Annis Hag Large fey, any evil Armor Class 17 (natural armor) Hit Points 75 (10d10 + 20) Speed 40 ft. STR DEX CON INT WIS CHA 21 (+5) 12 (+1) 14 (+2) 13 (+1) 14 (+2) 15 (+2) Saving Throws Con +5 Skills Deception +5, Perception +5 Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks Senses darkvision 60 ft., passive Perception 15 Languages Common, Giant, Sylvan Challenge 6 (2,300 XP) Innate Spellcasting. The annis hag’s innate spellcasting ability is Charisma (spell save DC 13, +4 to hit with spell attacks). She can innately cast the following spells as a 3rdlevel spellcaster: At will: part clouds, raven in moonlight 3/day each: beauty’s burden, disguise self (including the form of a Medium humanoid), fog cloud 1/day each: hag stream Actions Multiattack. The annis makes three attacks: one with her bite and two with her claws. Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercinging damage. Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage. Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (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. Annis Hags are discussed in detail in Volo’s Guide to Monsters. Arcane Large humanoid, lawful neutral Armor Class 16 (natural armor) Hit Points 60 (11d10) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 14 (+2) 11 (+0) 22 (+6) 12 (+1) 15 (+2) Saving Throws Int +9, Wis +4, Chr +5 Skills Arcana +9, Insight +4, Investigation +9, Perception +4, Persuasion +5 Senses truesight 5 ft., passive Perception 14 Languages Abyssal, Common, Draconic, Infernal Challenge 3 (700 XP) Escape Plan. Arcanes can innately cast dimension door 1/Day. Magic Resistance. Arcanes have advantage on saving throws against spells and other magical effects. Portent. An arcane can choose to reroll its initiative 1/Day. Recall Divination Spell (1/Day). An arcane can cast one divination spell if the spell slots in that prepared spell-level is at zero. Divination spells are listed with (ds). 82 PART 10 | BESTIARY


Spellcasting. An arcane is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Arcanes have the following spells prepared: Cantrips: friends, guidance , light, prestidigitation, ray of frost 1st level (4 slots): comprehend languages (ds), detect magic (ds), detect poison and disease (ds), identify (ds) 2nd level (3 slots): detect thoughts (ds), find traps (ds), see invisibility (ds) 3rd level (3 slots): clairvoyance (ds), tongues (ds), fly 4th level (3 slots): arcane eye (ds), confusion, magic missile 5th level (2 slots): legend lore (ds), telekinesis 6th level (1 slot): globe of invulnerability Actions Unarmed Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. Third Eye (3/Day). The arcane can see into the Ethereal Plane up to a distance of 60 feet. This ability lasts 1 minute. Reactions Bend Space. An arcane can use its reaction to force one target to have disadvantage while attacking it with melee weapons as long as the target is within 10 feet. The arcane are twelve foot tall skinny blue humanoids that vaguely resemble emaciated stone giants. The arcane are not giants and always answer pointed questions about race by simply saying that they are the arcane. They also have an extra joint in each of their fingers and thumbs. The arcane are the merchants of the multiverse. It is rumored that they will trade with anything, even dragons, hags, neogi, illithid, celestials, fiends, and strange and unknown creatures from across reality. They adhere to a strict neutrality and will not refuse anyone service, as long as that creature has never killed an arcane. Individuals that do so have their name put into a ledger and their names are quickly shared among the arcane. Those in the ledger are banned from trading with any arcane for life. The arcane organize themselves in merchant consortiums with byzantine and complex leadership hierarchies that are alien to most creatures. They never compete with each other for the same market, therefore only the largest cities will have more than one arcane shop. They have one simple adage; profit leads to promotion. There is nothing an arcane will not buy or sell but the sale must be concluded in the open, in one of their many shops guarded by the best mercenaries around. Arcane will do nothing to jeopardize their legal status in whatever community they are trading in; if the sale or purchase of a type of commodity is legal where they are, then the arcane will gladly trade in that commodity. An arcane will usually let its guards or mercenaries fight for it, but will immediately flee if it believes it will lose a fight. The arcane are loath to lose a potential customer so will often seek to smooth things over with whatever individual or group is seeking violence. Bheur Hag Medium fey, any evil Armor Class 17 (natural armor) Hit Points 91 (14d8 + 28) Speed 30 ft. STR DEX CON INT WIS CHA 13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 16 (+3) Saving Throws Wis +4 Skills Nature +4, Perception +4, Stealth +6, Survival +4 Damage Immunities cold Senses darkvision 60 ft., passive Perception 14 Languages Auran, Common, Giant, Sylvan Challenge 7 (2,900 XP) Graystaff Magic. The bheur hag 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. While holding the staff, she can cast additional spells with her Innate Spellcasting trait . If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff. 83 PART 10 | BESTIARY


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. Innate Spellcasting. The bheur hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells as a 11th-level spellcaster: At will: hold person, oblivious technique, part clouds, ray of frost, raven in moonlight 3/day each: cone of cold, hag stream, ice storm, mooneye, wall of ice 1/day each: control weather, pass without trace (only in snow and ice), woe and weal Actions Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage. 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 15 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. Bheur Hags are discussed in detail in Volo’s Guide to Monsters. Bloodthorn Large plant, neutral evil Armor Class 15 (natural armor) Hit Points 59 (9d10 + 9) Speed -- STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 13 (+1) 5 (-3) 9 (-1) 7 (-2) Saving Throws Con +4 Skills Athletics +5, Perception +2 Damage Resistance bludgeoning, piercing, and slashing; cold, fire, lightning Damage Immunities psychic Senses tremorsense 30 ft., passive Perception 12 Languages -- Challenge 4 (1,100 XP) Alien Mind. If the bloodthorn’s thoughts are telepathically or otherwise read, then the reader must make a DC 13 Charisma saving throw or gain a random temporary madness. They are immune to psychic damage. Immobile. Bloodthorns cannot move and fail all dexterity saving throws. Bloodthorns can take no action that requires movement speed. Rooted. The bloodthorns roots will slowly burrow into anything except for enchanted metals and adamantine. This gives the bloodthorn advantage on saving throws and skill contests against any ability, skill, or spell that attempts to move a bloodthorn or cause it to be prone. Actions Multiattack. The bloodthorn attacks four times with its thorn branches. It will focus all of its attacks on the largest target. Thorn Branch. Melee Weapon Attack: +6, reach 10 ft., one target. Hit: 5 (1d4 + 3) piercing damage. A creature hit by a 84 PART 10 | BESTIARY


thorn branch must make DC 13 Dexterity saving throw or be grappled by the thorn branch (escape DC 13). Each thorn branch that is grappled with a target cannot attack another creature. A creature that starts its turn grappled by a thorn branch takes 4 (1d8) necrotic damage. The bloodthorn heals itself by half the damage. Blood Loss. A target that ends its turn grappled by at least two thorn branches must make a DC 13 Constitution saving throw or gain one level of exhaustion. Restrain. A Large or smaller creature that is grappled by at least two thorn branches at the end of its turn gains the restrained condition. Bloodthorns are native plants of Abyss, Carceri, Hades, and Pandemonium. Only hags know how to cultivate this plant in the Material Plane. Bloodthorns resemble large thorn patches with bright red berries. The berries smell sweet and are very edible: rumored to taste like a mix of honey and avocado. For some, these berries may be the only relatively safe food to eat in the environments bloodthorns are normally found in. Bloodthorns will attack any creature, regardless of size that gets within 10 feet of it if it can sense the creature with its tremorsense. These evil sentient plants have a group mind that shares thoughts with all bloodthorns on the same plane of existence. Catwere Medium humanoid (shapechanger), any other than lawful Armor Class 15 in hybrid form (natural armor) Hit Points 44 (8d8 + 8) Speed 40 ft, climb 40 ft. STR DEX CON INT WIS CHA 11 (+0) 17 (+3) 13 (+1) 10 (+0) 13 (+1) 13 (+1) Saving Throws Dex +5 Cha +3 Skills Acrobatics +5, Perception +3, Stealth +5 Damage Resistance bludgeoning, piercing, and slashing attacks that are not made with silvered weapons Senses darkvision 90 ft., passive Perception 13 Languages Common, Elven, Sylvan Challenge 2 (450 XP) Keen Hearing and Smell. Catweres have advantage on Wisdom (Perception) checks that rely on hearing or smell. Magic Resistance. A catwere has advantage on saving throws against spells and other magical effects. Magic Silver Weapons. A catwere’s attacks are magical and silvered. Shapechanger. A catwere can shapechange as an action. They can assume their hybrid form, as shown, the form of a cat, or the form of an elf. Each form only has one shape; the catwere could not change into different looking cats, for example. Total Atheism. Catweres cannot be raised from the dead by any known means. Their souls evaporate when they die. Actions Multiattack. The catwere in hybrid form attacks twice with its claws. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. Catweres are a very secretive, rare, and long-lived race of magical cats that can shapechange into elves or a hybrid form. They retain all hit points, saving throws, skills, and damage resistance between all three forms. Due to some eons old conflict that no mortal can remember, the gods and catweres vehemently deny that the other exists. This atheism has granted the catwears magic resistance but they can never be successfully raised from the dead, not even by a wish. Catweres are so secretive that most elves believe they are extinct; some of the saddest elven songs speak of the catweres as the “missing ones that used to be plentiful.” Catweres can expect to live for almost 1500 years but may only carry young three times. Catweres are strong hag opponents, with both sides in a feud over who can use the moon’s magic and for what purpose.


Catweres as NPCs Catweres are assigned the following racial statistics: +2 Dexterity bonus, Keen Hearing and Smell, Magic Resistance, Magical Silvered Weapons, Shapechanger, Total Atheism, +2 Proficiency bonus, and +8d8 hit dice. They have a hybrid form, cat form, and an elf form. Each separate form's appearance and gender is static and cannot be changed. They have darkvision 90 ft. While in hybrid form, their claws do 1d6 slashing damage modified by Strength or Dexterity and they have +2 natural armor. A catwere with class levels is usually CR 5 or higher. DMs should not be encouraged to let players make catwere characters. Volwyn Haggutter is a catwere ranger example in Appendix A; she is a staunch enemy of all hags. Demon, Uridezu Medium fiend (demon), chaotic evil Armor Class 15 (natural armor) Hit Points 44 (8d8 + 8) Speed 40 ft STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 13 (+1) 8 (-1) 13 (+1) 9 (-1) Saving Throws Dex +6 Skills Animal Handling +4, Perception +4, Stealth +6 Damage Resistance cold, fire, lightning Damage Immunities poison Condition Immunities poison Senses darkvision 120 ft., passive Perception 14 Languages Abyssal, Common, Telepathy 120 ft. Challenge 3 (700 XP) Compress. An uridezu can use an action to fit through a space that would normally only allow for Tiny creatures to pass. Disease Immunity. An uridezu is immune to all disease. Keen Smell. An uridezu has advantage on any ability check that uses the sense of smell. Magic Resistance. An uridezu has advantage on saving throws against spells and other magical effects. Rat Empathy. An uridezu has advantage on any skill check to influence rats, giant rats, cranium rats, wererats, etc. Uridezu can communicate telepathically with normal rats but only to give basic urges or commands, like “attack,” “flee,” and, “eat.” Actions Multiattack. The uridezu makes three attacks: one with its claws, one with its paralytic bite, and one with its tail. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Whip Tail. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage. Paralytic Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. A living creature that takes damage from an uridezu’s bite must also make a DC 13 Constitution saving throw or be paralyzed for 1d10 rounds. A victim can reattempt their saving throw at the end of their turns. Paralytic bite will not affect those immune or resistant to poison. Uridezu, or rat-fiends, are the most commonly encountered demons in the Material Plane. They are often spies, messengers, or scouts for more powerful creatures or they have fled the Abyss with the hope of an easier and lazier life. The cowardice of an uridezu is almost as powerful as its need to find and serve a powerful creature. When a demon army begins to falter or take heavy casualties, the uridezu are the first to flee. Uridezu look like hairless rat-humanoids and are often mistaken for wererats. Uridezu usually have no desire or flair for leadership and prefer to join already existing wererat clans, thieves guilds, etc. if they find themselves with no master. 86 PART 10 | BESTIARY


Forgotten Medium humanoid (female), any Armor Class 11 Hit Points 11 (2d8 + 2) Speed 30 ft. STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 13 (+1) 14 (+2) 14 (+2) Skills Arcana +3, Nature +4, Persuasion +4 Senses darkvision 30 ft., passive Perception 12 Languages Common, Draconic, Sylvan Challenge ⅛ (25 XP) Actions Quarterstaff.. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. Forgotten can be created when the female children of hags turn 13 without any hag supervision or mentorship. Even being neglected, a female child of a hag can still turn into a young hag roughly half of the time. Forgotten are immediately killed if a grandmother hag ever discovers them. If they are allowed to grow into nightshade hags, they will disrupt the usual balance of power and force a conflict with an established grandmother hag over leadership. Forgotten look and act like a female humanoids of their father’s race, with most having no idea who their true mother is. Some forgotten have been known to become powerful druids, sorcerers, or warlocks: some of which then become nightshade hags. Some forgotten are created by hags on purpose: just in secret. Some hags hate a grandmother so much that they begin to breed with male humanoids with the sole intent of creating a few forgotten. They give birth in secret and leave the child with humanoids as normal. If a hag is caught or suspected of creating forgotten on purpose then she is captured alive and brutally tortured to death by a grandmother hag. The risk is worth it for desperate or insane hags who are willing to wait hundreds of years for their vengeance. Forgotten as Players and NPCs Forgotten are assigned the following racial statistics: +1 Charisma ability bonus and a -1 Strength ability penalty. They live up to 200 years with the option of becoming a hag and living until destroyed. Forgotten can be of any alignment but more than half eventually turn to evil. Their height and weight are determined by their humanoid form. They have darkvision 30 ft. (if their humanoid form has better darkvision, then use that distance). Forgotten have proficiency in both Arcana and Nature. They gain the racial traits of the father as well as the forgotten traits. As an example, a forgotten elf has all of the elven racial traits and the forgotten traits (+2 Dexterity, +1 Charisma, -1 Strength, darkvision 60’, keen sense, fey ancestry, and trance). Most forgotten are fascinated by and eventually learn the Sylvan language. Golem, Maggot Medium construct, unaligned Armor Class 11 Hit Points 78 (12d8 + 24) Speed 20 ft. STR DEX CON INT WIS CHA 18 (+4) 13 (+1) 15 (+2) 2 (-4) 2 (-4) 11 (+0) Damage Immunities poison, psychic, radiant; piercing and slashing from nonmagical attacks Damage Vulnerability necrotic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, restrained Senses blindsight 30 ft., passive Perception 6 Languages understands the languages of its creator but can’t speak 87 PART 10 | BESTIARY


Challenge 4 (XP 1,100) Berserk. Whenever the maggot golem starts its combat round with 39 or fewer hit points it goes berserk. While berserk the maggot golem will attack the nearest living target if its creator is not in sight. A maggot golem will always attack its creator above all other targets while berserk. If a berserk maggot golem starts its combat round with 39 or more hit points it is no longer berserk. Immutable Form. The maggot golem is immune to any spell or effect that would alter its form. Magic Resistance. The maggot golem has advantage on saving throws against spells and other magical effects. Magic Weapons. The maggot golem’s attacks are magical. Radiant Absorption. Whenever the maggot golem is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage. Regeneration. Maggot golems regenerate 4 hit points per round if not at 0 hit points. If the maggot golem took necrotic damage during its last turn then it does not regenerate. Actions Multiattack. The maggot golem makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If a target is hit by both slam attacks then see Choked by Maggots below. Choked by Maggots. Any creature, size Large or smaller, that is struck by two slam attacks in one round must make a DC 14 Strength saving throw or be restrained and have its head engulfed by the maggot golem. A creature starting its combat round with its head engulfed is being actively choked by a stream of maggots and will have its hit points reduced to 0 after a number rounds equal to its Constitution modifier (minimum 1 round). This effect stops if the maggot golem is reduced to 0 hit points. At the beginning of an engulfed creature’s round it can take an action to break free by attempting a DC 14 Strength saving throw. On a success the target is no longer restrained or choking. On a failed saving throw the creature continues to choke. The maggot golem makes no attacks while a target is being choked. The inexperienced say that nothing dangerous comes from the Positive Energy Plane, but they are sometimes reminded of the dangerous maggot golems, which are animated by positive energy. A maggot golem is arguably the least intelligent version of golem known to exist, and most creators quickly give up trying to give it any command that involves more than one word. Those who know how to create maggot golems tend to make two to four at a time from rotten piles of corpses, heavily infested with maggots. These golems, when left to their own devices, will wander around a given area feeding on rotting corpses or any living flesh that they can find to fuel the rapid life cycle of their fly and maggot bodies. Maggot golems are constantly shifting white to pale orange humanoid shapes if seen from a distance. Upon closer inspection, the truth is quickly realized as hundreds of thousands of maggots squirm and writhe to form its shape. This golem is continually surrounded by a loose swarm of flies that lay eggs that quickly become maggots and then flies once more. Any creature that knows how to make a flesh golem can make two to four maggot golems at a time if under a hag’s guidance or through their own study and experimentation. Although animated by positive energy, maggot golems are never encountered in the Positive Energy Plane.


Green Hag Medium fey, any evil Armor Class 17 (natural armor) Hit Points 82 (11d8 + 33) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 14 (+2) Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Senses darkvision 60 ft., passive Perception 14 Languages Common, Draconic, Sylvan Challenge 3 (700 XP) Amphibious. The green hag can breathe both air and water. Innate Spellcasting. The green hag’s innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells as a 5thlevel spellcaster: At will: dancing lights, minor illusion, oblivious technique, part clouds, raven in moonlight, vicious mockery 1/day each: hag stream, still water 1/week each: aberrate Mimicry. The green hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check. Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. 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 20 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. Gremlin Small aberration, chaotic neutral Armor Class 12 Hit Points 15 (3d6) Speed 30 ft. STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 11 (+0) 8 (-1) 6 (-2) 11 (+0) Saving Throws Chr +2 Skills Sleight of Hand +4, Stealth +4 Senses darkvision 60 ft., passive Perception 8 Languages Gremlin, Gnome Challenge ½ (100 XP) 89 PART 10 | BESTIARY


Escape Artists. Gremlins are natural escape artists and always find a way to escape a grapple or any other effect that causes a restrained condition at the beginning of their turn. Innate Spellcasting. The gremlin’s innate spellcasting ability is Charisma (spell save DC 10, spell attack +2). The gremlin can innately cast the following spells, requiring no components: 3/day each: mage hand, minor illusion, prestidigitation, produce flame. 1/day each: entangle, expeditious retreat. Tools of Entropy. Gremlins are natural saboteurs and if they successfully hit a machine or construct, then their hits are always critical. Gremlins also ignore any damage immunity, resistance, or threshold when attacking constructs or objects. Actions Multiattack. Gremlins attack once with their claws and once with their teeth. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) slashing damage. Teeth. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Gremlins were once very tall fey creatures, but their entire race was exiled from the Feywild and transformed to resemble goblins for some past transgression that only the fey remember. Gremlins now resemble blue-green naked and sexless goblins or meazels with manic eyes and pointy black teeth. They only exist to break down machines and create general chaos, but their low intelligence and wisdom helps prevent them from being more than a nuisance. Gremlins value very little besides alcohol and food and can be dissuaded from destroying a machine by offerings of either. Gremlins recognize no rules and serve no master for long. Some stronger creatures and hags keep gremlins by keeping them charmed or intoxicated; simple or complex cages will not hold a gremlin. Gremlins are incredibly cowardly and quickly retreat if met with coordinated violence. The few conversations that have been recorded are hard to decipher, but when asked why they destroy machines with such lust, they respond with, “because we wanted to.” Gnomes deny any kinship to gremlins and tend to get very angry when it is suggested. How gremlins reproduce is unknown, and most scholars are only interested in ways to exterminate the troublesome species. Gremlins always attack with their claws or teeth. Any weapon in the hand of gremlin, more complicated than a club, quickly breaks apart. The philosopher Badrip Ritesgud wrote a few barely literate treatises claiming that gremlins worships entropy and they are the only truly chaotic creatures in the multiverse. Grotesque EttercapBugbear Medium aberration, chaotic neutral Armor Class 15 (natural armor) Hit Points 75 (10d8 + 30) Speed 30 ft., climb 30 ft. STR DEX CON INT WIS CHA 18 (+4) 14 (+2) 16 (+3) 7 (-2) 10 (+0) 8 (-1) Skills Perception +3, Stealth +5, Survival +3 Senses darkvision 60 ft., passive Perception 13 Languages Understands Goblin, but can’t speak Challenge 3 (700 XP) Spider Climb. The grotesque can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the grotesque knows the exact location of any other creature in contact with the same web. 90 PART 10 | BESTIARY


Web Walker. The grotesque ignores movement restrictions caused by webbing. Actions Multiattack. The grotesque makes two attacks: one with its bite and one with its web garrote Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Web Garrote. Melee Weapon Attack: +7 to hit, reach 5 ft., one Medium or Small creature against which the grotesque has advantage on the attack roll. Hit: 6 (1d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target can’t breathe, and the grotesque has advantage on attack rolls against it. Web (Recharge 5-6). Ranged Weapon Attack: +3 to hit, range 30/60 ft., one Large or smaller creature. Hit: The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect also ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage. Grotesques are merged creatures made by the spell, aberrate, or they are sometimes found in areas of strong wild magic. This grotesque is an example of an ettercap and bugbear base creatures turned into a grotesque for 24 hours by a hag. This grotesque is mostly ettercap in shape but it has bulging muscles and its skin is a mottled purple and dark yellow. A hag will sometimes send a grotesque into a village to create mayhem. She will even offer to stop the mayhem or come to the village’s rescue: for a price. Hag Tree Huge plant, neutral evil Armor Class 16 (natural armor) Hit Points 182 (14d12 + 84) Speed 10 ft. STR DEX CON INT WIS CHA 24 (+7) 8 (-1) 22 (+6) 6 (-2) 6 (-2) 6 (-2) Saving Throws Str +11 Skills Perception +2 Damage Vulnerability fire Damage Resistance necrotic; bludgeoning, piercing Damage Immunity acid, poison Condition Immunity poisoned Senses darkvision 30 ft., passive Perception 12 Languages -- Challenge 10 (5,900 XP) Foul Appearance. There is something clearly wrong with this tree, and nothing would confuse it as a tree or healthy treant. Siege Monster. The vengeful treant does double damage to objects and structures. Actions Multiattack. The hag tree makes two slam attacks or two rock attacks. Slam. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (3d6 + 7) bludgeoning, 3 (1d6) poison, and 3 (1d6) acid damage. Rock. Ranged Weapon Attack: +11 to hit, range 70/280 ft., Hit: 34 (5d10 + 7) bludgeoning damage. Poisonous Goo. The same tar-like sap that covers the tree causes 3 (1d6 poison) damage and 3 (1d6) acid damage to creatures grappling it, touching it, hitting it with unarmed strikes, touch attacks, or natural weapons. Creatures willingly entering the vengeful treant’s space also take damage. Bursting Death. A hag tree that dies in combat will burst apart violently spreading acid and poison on all targets within 10 ft. of it. All targets in the area of effect take 15 (2d6) acid damage and 15 (2d6) poison damage. Creatures that make a DC 15 Dexterity saving throw have avoided the damage completely. Hag trees are vengeful treants that have succumbed completely to a hag’s evil manipulations and distrust of civilization. They resemble old twisted, barkless, and leafless trees oozing black tar. These trees have numerous yellow and red eyes on the trunk that constantly look in all directions for anything not invited by the hag that created it.


Hag trees are sad and evil, often moving only when the hag that made them is threatened. These trees prefer to fling rocks over melee combat because they don’t want to be bothered by walking. Hag trees will fight to the death, subconsciously wanting a release from their twisted existence. Iron Maw Huge plant, neutral evil Armor Class 18 (natural armor) Hit Points 138 (12d12 + 48) Speed 5 ft. STR DEX CON INT WIS CHA 24 (+7) 12 (+1) 18 (+4) 11 (0) 11 (0) 11 (0) Saving Throws Str +10 Skills Athletics +10, Perception +3, Stealth +7 Damage Vulnerability fire Damage Resistance bludgeoning, piercing, slashing from nonmagical attacks Damage Immunity force, thunder Condition Immunity blinded, deafened, prone Senses tremorsense 90 ft., passive Perception 13 Languages understands infernal but does not speak Challenge 10 (5,900 XP) Ambush Predator. The Iron maw uses its tremorsense or sense of smell to detect approaching meat sources. It will not attack unless the targets get within biting distance. Iron maws have double proficiency in stealth if it is in a forest or wooded swamp (already calculated). Camouflage. The iron maw can slowly make its bark resemble the trees around it and even grow fake leaves. This process takes roughly a week but when complete, anything attempting to make a Wisdom (Perception) check against the iron maw’s stealth check has disadvantage. Actions Multiattack. The iron maw attacks up to five times: once with its bite and up to four times with its root tentacles. The iron maw can not attack a Medium or smaller creature with more than two root tentacles. Bite. Melee Weapon Attack: +10, reach 5 ft., one target. Hit: 17 (3d6 + 7) slashing damage. On a successful hit, the target makes a DC 14 Dexterity saving throw or is restrained by the iron maw’s bite. A restrained target will take 17 (3d6 + 7) slashing damage at the beginning of its combat round unless it escapes by succeeding at a DC 14 Strength saving throw. Root Tentacle. Melee Weapon Attack: +10, reach 20 ft., one target. Hit: 9 (1d4 + 7) bludgeoning damage. On a successful hit, the target must make a DC 14 Strength saving throw or be restrained. Tentacle will move a restrained target 10 ft. towards the Iron Maw at the end of the restrained target’s turn. A restrained target can escape if it makes a DC 14 Strength saving throw. Root tentacles have an AC of 18, and will release a target if they take more than 15 hit points of damage. At the beginning of a restrained target's turn they take 9 (1d4 + 7) bludgeoning damage. The iron maw is an ambush carnivore from one of the Abyssal layers that has spread throughout the lower planes, the Outlands, and now the Material Plane. I has a very thick metallic hide and a two foot wide maw a few inches above the ground that it keeps out of sight unless it is trying to eat something. Iron maws will sometimes align themselves with a hag if the hag can provide enough meat to keep it around. A fully grown iron maw will wander off if it doesn’t eat the equivalent of one cow a day. Iron maws are masters at hiding their four root tentacles. These roots can be up to twenty feet long and usually hide less than an inch under the soil. Unless an iron maw is very hungry it will not attack tiny creatures, allowing them run around its bark and limbs in the hopes that the creatures help it to blend in. Night Hag Medium fiend, any evil Armor Class 17 (natural armor) Hit Points 112 (15d8 + 45) Speed 30 ft. STR DEX CON INT WIS CHA 18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3) Skills Deception +7, Insight +6, Perception +6, Stealth +6 Damage Resistance cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Condition Immunity charmed Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Common, Infernal, Primordial, Sylvan Challenge 5 (1,800 XP) Innate Spellcasting. The night hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 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 Resistance. The night hag has advantage on saving throws against spells and other magical effects. 92 PART 10 | BESTIARY


Actions Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage. Change Shape. The night hag 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. The hag 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. Nightmare Haunting (1/Day). While on the Ethereal Plane, the night hag 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 5 (1d10). 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 Quiller Small beast, unaligned Armor Class 15 (natural armor) Hit Points 27 (6d6 + 6) Speed 20 ft., burrow 5 ft. STR DEX CON INT WIS CHA 8 (-1) 15 (+2) 12 (+1) 3 (-4) 11 (0) 6 (-2) Skills Stealth +4 Damage Immunities poison Condition Immunity poisoned Senses darkvision 30 ft., passive perception 10 Languages none Challenge 1 (200 XP) Quill Hide. A creature attacking a quiller with their natural weapons or unarmed attacks will make a DC 12 Dexterity saving throw or have 1d3 barbed quills stuck in its flesh at the end of its turn. Creatures attempting to grapple or swallow a quiller automatically fail this saving throw. Actions Multiattack. A quiller makes four attacks: one with its bite and three with its barbed quills. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Barbed Quill. Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. Hit: 5 (1d6 + 2) piercing damage. A creature struck with a barbed quill will have to have it carefully removed or they will take 1 point of piercing damage per removed quill. This damage is negated upon a successful DC 12 Wisdom (Medicine or Survival) check. A quill that is not removed will begin to fester after an hour, which may cause the disease known as Quiller’s Revenge. Quillers resemble purple porcupines the size of a large badger. Their skin is tough and their barbed quills are notoriously annoying to remove. Natural creatures that survive an encounter with a quiller learn to quickly leave them alone. Quillers are the omnivores of the Outer Planes where they have found ways to survive in such harsh places as Pandemonium because of their legendary ability to eat almost anything. They can also be found in large numbers in the Outlands. When attacked, a quiller will make a sharp ear splitting noise and fight to the death so that the rest of its herd can escape. A quiller born away from its herd can be domesticated and behaves the way a cat or a weasel would. Hags were not the first to bring quillers to the Material Plane but a hag will go out of its way to domesticate a quiller due to the loud noises they make when they are startled. Quiller meat is very tough and hard to digest but it is edible.


Disease (Quiller’s Revenge) This disease is a nastier version of gangrene and it can be contracted if a quiller’s barbed quill is not removed from its victim in less than an hour. Each hour that a barbed quill is in a victim the victim must make a DC 12 Constitution saving throw or become infected with Quiller’s Revenge. This disease will incubate for 2d4 hours and then the wound will start to puss and ooze blood, causing 1d6 poison damage each day and disadvantage on all Constitution saving throws until the disease is cured. Each new day the victim can attempt a DC 12 Constitution saving throw to not take poison damage. If the victim makes two successful saving throws in a row then the disease is cured naturally. This disease can also be cured by magical and other normal means. Sea Hag Medium fey, any evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1) Skills Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Common, Giant, Sylvan Challenge 2 (450 XP) Amphibious. The sea hag can breathe air and water. Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 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. Innate Spellcasting. The sea hag’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). She can innately cast the following spells as a 3rdlevel spellcaster: At will: thorn whip (appears as a knotted length of kelp) 1/day each: chum, hag stream. Actions Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage 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 11 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. 94 PART 10 | BESTIARY


Sepia’s Daughter Huge monstrosity, lawful neutral Armor Class 17 (natural armor) Hit Points 20 (16d12 + 64) Speed 50 ft., swim 30 ft. STR DEX CON INT WIS CHA 23 (+6) 16 (+3) 12 (+1) 9 (-1) 16 (+3) 12 (+1) Saving Throws Str +10, Wis +7 Skills Perception +7, Survival +11 Damage Immunities radiant Senses darkvision 30 ft., passive Perception 17 Languages Common, Draconic, Sylvan Challenge 13 (10,000 XP) Amphibious. Sepia’s daughter can breathe air and water. Innate Spellcasting. Sepia’s daughter’s spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material or somatic components: At will: brightburn, detect evil and good, faerie fire 3/day: dispel magic, moonward, silence 1/day: banishment, circle of death, locate creature, scrying 1/week: commune (Sister Sepia only) Regeneration. Sepia’s daughter will regenerate 1 hit point per round so long as it is not at 0 hit points or illuminated by moonlight. Actions Multiattack. Sepia’s daughter makes two attacks, one with her bite and one to constrict. Bite. Melee Weapon Attack: +10 to hit, reach 10 ft., one target, Hit: 22 (3d10 +6) piercing damage and 7 (2d6) radiant damage. Constrict. Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. Hit: 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 +6) slashing damage. The target is grappled (escape DC 16) if sepia’s daughter isn’t already constricting a creature, and the creature is restrained until the grapple ends. Bright Beam (Recharge 5-6). Sepia’s daughter exhales a line of blinding sepia colored energy that is 40 feet long and 5 feet wide. Each target in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one. Targets that fail their saving throw are also permanently blind. Hags that see or survive this attack must make a DC 16 Wisdom saving throw or be frightened. Frightened creatures can make another saving throw at the end of their turn to remove the frightened condition. Capture. If sepia’s daughter has grappled or convinced a hag to travel to the Burning Bright willingly then she can Plane Shift herself and up to four others to the Burning bright. Sepia’s Daughters can be described as rust colored and aquatic behirs that constantly shed and flake bright yellow sparks. These creatures are only found on the Material Plane when they are searching for a specific hag. They have a single-minded determination and will ignore all other creatures that do not interfere with their search. Sepia’s daughters are assumed to stay in the Burning Bright, when not sent to the Material Plane. A Sepia's Daughter will interact with others if a hag has found a way to elude her or if she decides that she will need mercenaries to capture a particularly dangerous hag. Skeletal Wyvern Large undead, lawful evil Armor Class 15 (natural armor) Hit Points 84 (13d10 + 13) Speed 20 ft. STR DEX CON INT WIS CHA 19 (+4) 13 (+1) 13 (+1) 5 (-3) 5 (-3) 6 (+2) Saving Throws Dex +4 Skills Perception +0 Damage Vulnerability bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages -- Challenge 4 (1,100 XP) Actions Multiattack. The skeletal wyvern makes two attacks: one with its diseased bite and one with its stinger. Diseased Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. Target must make a DC 13 Constitution saving throw or be infected by the Rotting Teeth disease. Stinger. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) piercing damage. The skeletal wyvern stinger is not poisonous. Skeletal Wyverns are flightless animated skeletal remains of a wyvern, given special powers because they were animated using the power of a seed satchel. When a skeletal wyvern is destroyed a hag or anyone familiar with seed satchels can harvest one tooth (seed) from the remains upon a successful DC 10 Intelligence (Arcana) check. 95 PART 10 | BESTIARY


Rotting Teeth Disease This magical disease has an incubation of 24 hours. Those who suffer from this disease suffer fatigue and their teeth begin to ache. After 24 hours have passed the infected lose 1d6 temporary hit points each day, regardless of saving throws. Each 24 hours the infected can make a DC 11 Constitution saving throw. If the creatures makes a total of two saving throws then the disease cured itself naturally and all the lost temporary hit points will be returned on the next long rest. This disease can be cured by normal or magical means. If a creature has their hit points reduced to 0 due to Rotting Teeth then it dies and all of their teeth fall out. Each tooth that falls out is a blackened rotten husk, but 10% of the teeth will look like normal teeth and function as seeds for a Seed Satchel. Hags and Fey creatures are immune to this disease. Suncatcher Large aberration, unaligned Armor Class 11 Hit Points 114 (12d10 + 48) Speed 0 ft., fly 30 ft. (hover) STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 19 (+4) 3 (-4) 9 (-1) 15 (+2) Saving Throws Con +7, Chr +5 Skills Perception +2 Damage Resistance poison Damage Immunities bludgeoning; force, psychic Condition Immunities blinded, charmed, deafened, paralyzed, poisoned Senses blindsight 30 ft., passive Perception 12 Languages -- Challenge 3 (700 XP) Aerial. Suncatchers spend their entire life in the air. They can fly in any medium that is not a solid, to include water. Alien Nature. Suncatchers do not need to breathe. They exist solely on sunlight and can exist for up to a month without sunlight before dying. Magic Resistance. The suncatcher has advantage on saving throws against spells and other magical attacks. Radiant Absorption. Whenever the suncatcher is subjected to radiant damage, it takes no damage and instead regains a number of hit points equal to the radiant damage dealt. Sunlight Regeneration. Suncatchers regenerate 1 hit point per round as long as they are in sunlight. Actions Tendril. Melee Weapon Attack: +6 to hit, reach 15 ft., one target. Hit: 6 (1d6 +3) bludgeoning damage. Target must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. Suncatchers are floating creatures that slowly wander the multiverse, having a strange knack for gathering in a place before a natural portal to another plane opens. These large bag-like creatures look like flying jellyfish because of their translucent tendrils that float beneath them. These rare creatures have been seen in every environment from the arctic to the deep desert. Suncatchers are incredibly poisonous to eat and they tend to travel in herds, called a float, for protection. Most creatures have learned to ignore these creatures that have been known to float above the clouds or inches off of the ground. Suncatcher floats seem to follow eight year patterns going from the Material Plane, to the Feywild, to the Quasielemental Plane of Radiance, and back again over the course of eight years, but without ever using the same portal more than once. How or where these alien creatures breed is unknown. Hags particularly dislike suncatchers because they will sometimes show up next to a fey portal near their lair in large numbers, attracting the sort of attention most hags would rather avoid. Hags consider the killing of suncatchers to be a bad omen, but are not above hiring someone or something else to rid them of these “pests.” Swarms General Information. Hags tend to lair in areas that have plenty of vermin and insects around to make swarms out of. Though most swarms won’t stop a moderately determined foe, some of them make very effective and loud alarm systems. A hag that uses a swarm in her lair will


know how to keep it away from certain areas and how to bypass it safely. A hag will make use of the easily found vermin, like a swarm of wasps, to the strange and disturbing swarm of mind maggots. Swarm of Bloodflies Medium swarm of Tiny beasts, unaligned Armor Class 13 Hit Points 27 (5d8 + 5) Speed 5 ft., Fly 30 ft. STR DEX CON INT WIS CHA 3 (-4) 16 (+3) 12 (+1) 1 (-5) 3 (-4) 3 (-4) Saving Throws Con +3 Damage Resistance bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses blindsight 10 ft., passive Perception 6 Languages -- Challenge 1 (200 XP) Adaptation. The swarm has Adaptation (1/all). The swarm takes one less point of damage per damage source, regardless of the damage source. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can’t regain hit points or temporary hit points. Actions Unnatural Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm’s space. Hit: 16 (4d6 +2) piercing damage, or 9 (2d6 +2) piercing damage if the swarm has been reduced to half of its hit points or less. If the target has blood, ichor, or equivalent liquid in its body then the swarm ignores all piercing damage resistance or immunity and the target loses another 3 (1d6) hit points due to blood drain. Constructs, elementals, and creatures with no blood keep any piercing resistance they have and will not take bleeding damage. A bloodfly looks like a large normal fly, about the size of a gold coin, but they are unmistakable, especially at night. Their bodies are every imaginable shade of metallic colors and they glow with a faint light in dim light or darkness. Bloodfly swarms usually only exist in the Outer Planes, Outlands, or Sigil. Blood flies outside of a swarm are like any other nuisance or biting insect and are squashed or slain with minimal effort. Bloodfly swarms usually occur on battlefields and are a common annoyance to anything that has fought in the Blood War. A swarm of bloodflies make a terrible sound often compared to the sound you would expect a horsesized angry wasp to make. Bloodflies that find their way through portals don’t normally have enough numbers to manifest swarms, unless encouraged or bred specifically for this purpose. Bloodflies can be encouraged to group and stay in one area if a steady supply of blood or dead bodies is provided and many unnatural or evil creatures have learned how to corral a swarm with a steady supply of each. After having invaded the Material Plane through open portals they are starting to become a menace anywhere there are mass graves, battlefields, or wandering groups of rotting undead. Each swarm requires roughly 1 Hit Dice per day in blood or carcasses and depending on the size and age of the field there can easily be multiple swarms feeding in one area. Living blood flies are valuable to any skilled alchemist. Hags that use bloodfly swarms tend to keep them a good 100 ft. away from their lair, as the noise quickly gives them a headache. Swarm of Bone Rats Medium swarm of Tiny undead, unaligned Armor Class 14 (natural armor) Hit Points 32 (5d8 + 10) Speed 20 ft. STR DEX CON INT WIS CHA 6 (-2) 12 (+1) 15 (+2) 3 (-4) 3 (-4) 6 (-2) Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses tremorsense 30 ft., passive Perception 6 Languages -- Challenge 1 (200 XP) 97 PART 10 | BESTIARY


Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rodent. The swarm can’t regain hit points or temporary hit points. Undead Nature. The swarm does not require air, food, drink, or sleep. Actions Bite. Melee Weapon Attack +3, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage or 13 (2d8 + 4) piercing damage if the swarm is reduced to half of its hit points or less. Bone rat swarms are sometimes encountered in old sewers, especially sewers under magical academies. They can also be created on purpose if there are enough skeletal rat remains and the creator has sufficient knowledge and will. They make poor guards but they do function well as alert systems against thieves and invisible foes because of their tremorsense. Bone rat swarms tend to not move at all unless something comes within thirty feet of them and then they attack everything that isn’t a construct, ooze, or undead. Hags are known to create bone rat swarms with bells attached to their skeletal bodies to help alert them to sneaky foes. Bone rat swarms do not recognize their creator and will attack it if it comes within 30 feet of it. Variant: Swarm of Diseased Bone Rats Some swarms of bone rats carry the same virulent disease that giant rats carry. When a diseased bone rat swarm damages a target, that target must make a Constitution saving throw DC 10 or contract a rotting disease. Until the disease is cured, the target cannot regain hit points except by magical means. The diseased target’s maximum hit points are reduced by 5 (1d10) every 24 hours. If the target reaches 0 hit points due to this disease then it dies. The CR for the diseased variant bone rat swarm is still 1. Swarm of Mind Maggots Medium swarm of Tiny beasts, unaligned Armor Class 12 Hit Points 27 (6d8) Speed 5 ft., swim 5 ft., climb 5 ft. STR DEX CON INT WIS CHA 7 (-2) 14 (+2) 10 (0) 3 (-4) 7 (-2) 3 (-4) Damage Resistance bludgeoning, piercing, slashing; fire, poison Condition Immunities charmed, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned Senses blindsight 10 ft., tremorsense 30 ft., passive Perception 8 Languages -- Challenge 1/2 (100 XP) Mind maggots are no real threat against targets that are mobile. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm cannot regain hit points or temporary hit points. Actions Brain Hungry Worms. The mind maggots do no physical damage but, when they start their turn in the same space as a target, they swarm towards a target’s nose, ears, and eyes. A creature that starts its turn in the mind maggot space must make a DC 14 Wisdom saving throw or be frightened for 2d4 turns. If the target is already frightened, regardless of the source, then the target must make a DC 14 Wisdom saving throw or be paralyzed for as long as they remain in the swarm. Burrowing Nightmares. The swarm begins to crawl on the target’s head towards its eyes, nose, mouth, and ears if the target remains in the swarm’s space. If the victim remains in the swarms space for a certain amount of time, then it will begin to take damage as the maggots burrow into its brain. The damage inflicted against a target depends on the condition of the victim and how long they have been in the swarm. Tiny sized targets in a swarm’s space take damage at the beginning of their second turn. Prone targets take damage at the beginning of their second turn. Medium and larger targets, that are not prone, take damage at the start of their third turn, and Large or larger creatures take damage at the start of their fourth turn. Victims automatically take damage once the victim has spent the minimum time in the swarm’s location, unless the target is immune to piercing damage. Burrowing nightmare inflicts 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm is reduced to half its hit points. If the victim has a brain then their Intelligence, Wisdom, and Charisma are all reduced by 4 (2D4) points each. This reduction in abilities can only be restored with a heal, regeneration, or wish spell. Each round that the victim of brain burrow survives they must make a DC 16 Wisdom saving throw or gain indefinite madness. A creature watching mind maggots burrow into another creature’s brain will face horror or insanity issues themselves based on the campaign’s rules. If a swarm reduces any one ability score on a victim to 0 then the target is dead. The swarm will then spend 2d3 minutes feasting and laying eggs inside the skull before moving to another target unless they are attacked. 98 PART 10 | BESTIARY


Mind maggots can sometimes be found in fetid swamps, but a swarm of them is never found in the wild. Swarms of these nasty little peach-colored worms have been bred and trained by a hags or other creatures capable of great evil. Once trained, these swarms require a Medium sized victim or larger every week or the swarm begins to eat itself. Swarm of Vile Things Large swarm of Small aberrations, neutral Armor Class 15 (natural armor) Hit Points 95 (10d10 + 40) Speed 40 ft., Burrow 20 ft., Fly 20 ft. STR DEX CON INT WIS CHA 15 (+2) 11 (0) 18 (+4) 6 (-2) 7 (-2) 10 (0) Saving Throws Con +7 Damage Vulnerability necrotic Damage Resistance radiant; bludgeoning, piercing, slashing Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned Senses tremorsense 60 ft., passive Perception 8 Languages -- Challenge 4 (1100 XP) Moonlight Regeneration. The swarm regains 1 hit point at the start of its turn if it starts its turn in moonlight. If the swarm takes necrotic damage, this trait doesn’t function at the start of the swarm’s next turn. The swarm does not regenerate if reduced to 0 hit points. Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Small sized insect. The swarm cannot gain temporary hit points and only regains hit points in moonlight. Teal Glow. The swarm glows with a bright teal light. Anything attempting to target the swarm, within 30 ft., that is not blind, must make a DC 13 Constitution saving throw or have disadvantage on all attacks against the swarm until their next turn. Actions Multiattack. The swarm attacks everything within reach, once with its vile bite and once with its vile sting. Vile Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., every target within reach. Hit: 11 (2d6 + 2) slashing damage, or 5 (1d6 +2) piercing damage if the swarm has been reduced to half of its hit points or less. Vile Sting. Melee Weapon Attack: +5 to hit, reach 0 ft., every target sharing space with the swarm. Hit: 7 (2d3 + 2) piercing damage, or 4 (1d3 +2) piercing damage if the swarm has been reduced to half of its hit points or less. The target must make a DC 13 Constitution throw, taking 7 (2d6) poison and 7 (2d6) radiant damage on a failed save, or half as much on a successful one. Swarms of vile things are incredibly dangerous natives of the Feywild: sometimes summoned by magic (conjure vile swarm). Each swarm has a different assortment of insects and vermin but each swarm glows with a bright teal light. Unlike most swarms, this swarm has the intelligence of a dim goblin and is just smart enough to try and kill prey at night under moonlight. These swarms innately know when an eclipse is about to happen, breaking off from all activities to burrow as deep into the ground as possible until the eclipse is over. Unicorn, Arboreal Large celestial, chaotic good Armor Class 14 (natural armor) Hit Points 113 (15d10 + 30) Speed 60 ft. STR DEX CON INT WIS CHA 20 (+5) 14 (+2) 15 (+2) 15 (+2) 11 (0) 17 (+3) Saving Throws Chr +7 Skills Athletics +9, Insight +4, Investigate +6, Survival +4 Damage Resistance bludgeoning, piercing, and slashing from nonmagical attacks; necrotic, poison Damage Immunity radiant Condition Immunities charmed, frightened, stunned Senses truesight 30 ft., darkvision 60 ft., passive perception 10 Languages Celestial, Elvish, Sylvan Challenge 9 (5,000 XP) Charge. If the arboreal unicorn moves at least 20 feet straight towards a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature then it must succeed at a DC 17 Strength saving throw or be knocked prone. Divine Dread. Any evil creature within 30 ft. of the arboreal unicorn must make a DC 12 Wisdom saving throw or gain the frightened condition as long as it remains within 30 ft. of the arboreal unicorn. A creature that makes it saving throw is immune to divine dread. Innate Spellcasting. The arboreal unicorn’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The arboreal unicorn can cast the following spells requiring no components: At will: compelled duel, detect evil and good, detect magic, dispel magic 2/day each: daylight, locate creature, zone of truth 1/day each: banishing smite 1/year each: plane shift (self plus one other) 99 PART 10 | BESTIARY


Magic Resistance. The arboreal unicorn has advantage on saving throws against spells and other magical attacks. Magic Weapons. The arboreal unicorn’s weapon attacks are magical. Pathfinder. The arboreal unicorn suffers no movement penalty for difficult terrain caused by natural effects or terrain. Actions Multiattack. The arboreal unicorn makes two attacks, one with its hooves and one with its horn. Hooves. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. Horn. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. Radiant Death. An arboreal unicorn that dies on any plane other than Arborea will immediately burst apart in a radiant blast that completely consumes its body. Targets within 30 ft. must make a DC 15 Dexterity saving throw, taking 32 (5d12) radiant damage on a failed save and half on a successful one. Good aligned creatures have advantage on this saving throw. Radiant Smite. The arboreal unicorn does an additional 12 (2d8 + 3) radiant damage against an evil target that it hits. A target can only be affected by this extra damage once every 24 hours. The arboreal unicorn cannot use radiant smite and banishing smite on the same turn. Withering Gaze. As a bonus action, the arboreal unicorn can target a neutral or good creature that is attacking it as long as it can see the target. The target must succeed on a DC 15 Charisma saving throw or be stunned for 2d4 rounds. Good aligned creatures have disadvantage against this saving throw. A stunned creature remains stunned until the duration expires or the arboreal unicorn attacks it. A creature that has saved against this effect is immune to withering gaze. Legendary Actions The arboreal unicorn can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The arboreal unicorn regains legendary actions at the beginning of its turn. Hooves. The arboreal unicorn makes one attack with its hooves. Radiant Burst (Costs 2 Actions). The arboreal unicorn creates a 15-foot-radius sphere burst of radiant damage that does 5 (1d10) damage to those in the area of effect. Redirect Energy (Costs 3 Actions). The arboreal unicorn takes no energy damage from one attack. All damage caused by the energy attack is instead released as 5 (1d10) radiant damage, per radiant burst; the arboreal unicorn also regains 11 (1d8 + 3) hit points. Arboreal unicorns are black or dark brown unicorns that dwell in Arborea. They do not mix well with other unicorns who they see as hopeless pacifists. Arboreal unicorns are sometimes called the hag’s boogeyman, due to their knack of tracking and slaying those that kill unicorns. Arboreal unicorns will sometimes plane shift near the location of a unicorn slain by evil or if any of its body parts were used in dark rituals or spells. Hags are convinced that as long as they don’t slay more than two unicorns in their life they will not be hunted by an arboreal unicorn. Arboreals are chaotic and battle-loving versions of their more lawful cousins but will accept surrender if offered. If the target that surrenders is what the arboreal unicorn is hunting then it will accept its surrender and plane shift itself and the target to the nearest blood relative of the slain unicorn. It will hand over its charge and spend the next year finding and destroying evil before it can return to Arborea. Arboreals do not speak much and they do not ask for help or assistance. If they are chasing evil through a tavern and end up smashing it to pieces, then so be it. But arboreals will not harm or kill neutral or good creatures unless it is defending itself. Arboreal unicorns are known for their grim stoic silence and judging eye; they never bother explaining to a hunted target why it is being attacked. This stubbornness and arrogance is sometimes used against an arboreal which is quickly distracted from what it chases if it sees an evil act. Hags will distract an arboreal in an attempt to wear it down. Hags fear only one thing more than an arboreal unicorn: a sepia's daughter. 100 PART 10 | BESTIARY


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