NEW HAos (IMPERMISSICON) Hags are fey known for their malevolence more than anything else, even beyond their penchants for alchemy, magic, and eldritch powers. They adore deception and destruction, and they sustain themselves by devouring humanoids. Hags make twisted bargains that sabotage their victims, and steal children away to consume or even transform into new hags. DEATH HAG When a night hag gathers over a hundred twisted souls:" she can transform into a more powerful kind of fiendish hag known as a death hag. Death hags are much larger than night hags, towering over other kinds of hags at ten to eleven feet tall They have withered violet skin, fangs, and pointed ears. Some have twisted horns like those of a goat or ram, while others lose their horns in the transformation from night hag to death hag. Each one carries a huge scythe adorned with bones and skulls, enchanted with potent death magic, and can ride the scythe as if it were an enchanted flying broom. They ride their scythes invisibly through the dark of night, cackling and stealing corpses to use for their foul purposes. 1\visting Good to Evil Just as night hags often enjoy twisting a living soul from good to eviL death hags revel in their ability to twist the once-noble dead into undead paragons of evil Instead of returning the creature to life by retrieving their original souL the hag fashions a dark mirror of their soul to inhabit the body in its place. This mirror shadow-soul has all the skills, memories, and personality of the original souL except that any pain, grudges, or unfinished business lingering from their life is twisted into the fuel for anger, hatred, and evil Once risen, these creatures of good-turned-evil will seek out the ones who wronged them and enact their terrible vengeance. Even their once-loved ones become targets for their hatred, as the hag's magic twists the heartache at missing those loved ones into hatred and indignation. Tragically, these risen champions will often turn to harming unrelated innocents in a misguided attempt to satisfy the endless pain inside them. The shadow soul believes itself to be the originaL and doesn't understand that the hag has twisted its emotions. The hag delights in watching all of this from afar. Her favorite outcome is when the tales of the champion's good deeds are finally replaced by the legends of the twisted, evil villain and their rampage of vengeance. Torment from Beyond Death hags take pleasure in any pain caused by bringing the dead back from beyond the grave. The target of their revival doesn't need to be a good-hearted hero for the death hag to be amused She also enjoys watching other anguishes unraveL such as raising a widow's lost husband after she has happily remarried, or returning a monarch after the new one has already been crowned to cause strife. Death hags will eagerly bargain to resurrect the lost loved ones of their victims without revealing the likely tragic outcome. ART CR.tDIT: "Stygian Witches (aka Hags)" by Brian LeBlanc BY BENEVOLENT EVIL (@":vil'li,nevoler t) Undead AJ.1ies. Death hags are capable of seizing control of weaker undead, and they use this power to surround themselves with undead minions such as ghouls, skeletons, specters, zombies, and even other hags (raised as withering hags} For undead that are too powerful to control through magic, such as liches or vampires, some of the more conniving death hags will make deals, arrangements, or even alliances to secure greater power. As with all hags, these bargains are always secretly in the hag's favor. Covens. A death hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 13 (10,000 XP} ELDRITCH HAG On the rare occasions when a hag becomes lost in the Far Realm, the strange energies of that realm transform her into an aberrant hag known as an eldritch hag. Her skin turns pale and slimy, her claws become webbed, she gains gills, and she grows three to five tentacles out of her back. She loses her eyes, but it doesn't stop her from seeing, and her victims may still feel her eerie gaze upon them, and even meet her sightless gaze somehow. With just a look, she can inspire madness and warp a creature's body with strange Far Realm energies. Eldritch hags always return to the Material Plane or the Feywild in time, and when they do they search for a place near water to make their lair, usually at the edges of coastal cities and villages. Eldritch hags feel a natural compulsion to open the Far Realm to the planes and let the denizens of that other world flood into this one. Thief of Memories. An eldritch hag can consume the memories from inside a person's own mind When she does, she can replace the devoured memories with new fake memories. The new memories may be completely different from the originals, or they could be eerily similar with a few small but important alterations. The hag relishes the taste of real memories, and she enjoys the sadistic harm she can cause with the fake memories. An eldritch hag will often amuse herself by slowly altering a victim's entire identity or causing everyone they know to entirely forget who they are. ( vl.0) FROM THE IMPERMISSICON D&D UNLEASHED
2 Hatred of Magic. Eldritch hags despise all non-psionic magic, and this hatred influences their choice of victims. Anyone with any magical power, talent, or learning is in danger when an eldritch hag is near. She loves to make spellcasters hurt, and she finds no child more delectable than one with magical power. While their hatred of magic causes eldritch hags to loath most other kinds of hags, eldritch hags consider riddle hags to be their greatest nemeses above all Illithid Intrigue. Eldritch hags and illithids often find reason to work together, but the two factions rarely trust each other. The illithids use these Far Realm hags as a mercenary to be employed against their more magical enemies, and the hags use the illithids to gain access to new victims and new sources of power. When these arrangements fall apart, the eldritch hag can seriously threaten even the more powerful colonies of illithids. The hag's ability to reshape memories can be DEATH HAG Large fiend, neutral evil Armor Class l 7 (natural armor) Hit Points 152 (l 6dl O + 64) Speed 30 ft. SlR DEX CON INT WIS CHA 19(+4) 16(+3) 18(+4) 17(+3) 14(+2) 18(+4) Skills Arcana+ 7, Deception + 12, Perception +6, Religion +7, Stealth +7 Damage Resistances cold, fire, psychic; bludgeoning, piercing, and slashing from nonmagical attacks that aren't silvered Damage Immunities necrotic Condition Immunities charmed, frightened Senses darkvision 120 ft., passive Perception 16 Languages Abyssal, Celestial, Common, Infernal Challenge 11 (7,200 XP) Proficiency Bonus +4 Corrupting Revival When the hag casts a spell to bring a creature back to life, the target doesn't have to be will ing, and unless the soul is in the hag's reaping scythe and she chooses to use it, the spell doesn't return the target's soul, instead creating a dark shadow to replace it: the creature returns to life with its alignment changed to evil, either lawful evil, neutral evil, or chaotic evil (based on its original alignment), and it counts as an undead in addition to its other types. These changes last until it dies again. Innate Spel/casting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: feign death, gentle repose, ray of sickness (as Sthlevel), speak with dead 3 /day each: animate dead, plane shift (self only), raise dead l /day each: create undead, resurrection Reaping Scythe. The hag carries a reaping scythe, a magical scythe that serves as a conduit between the worlds of the ( vl.0) FROM THE IMPERN'IC:,STCON D&D UNLEASHED living and the dead. She can ride the scythe as if it were a broom of flying, although she cannot attack with it while doing so. While she holds the scythe, other creatures within 30 feet of her can't regain hit points unless she allows it. If the scythe is lost or destroyed, the hag must craft another, which takes a year and a day and can only be done in Hades. Only a death hag can use a reaping scythe. Actions Multiattack The hag makes three claw attacks, or one claw attack and one reaping scythe attack. Claw (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage. Reaping Scythe. Melee Weapon Attack: +8 to hit, reach l 0 ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 3 6 (8d8) necrotic damage. If the target is not an undead or construct, the hag regains hit points equal one-third of the necrotic damage dealt, and if the attack kills such a target, the target's soul is stolen by the scythe. A creature whose soul is stolen can't be brought back to life until the scythe is destroyed, except by a death hag holding the scythe. Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her. Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. The only equipment that is transformed is her reaping scythe, which shrinks so that it can be wielded in humanoid form. If she dies, she reverts to her true form, and the reaping scythe reverts to its normal size. Control Undead (3/Day). One undead that the hag can see within 30 feet of her must make a DC 17 Wisdom saving throw. On a failed save, the target must obey the hag's commands for the next 24 hours. On a success, the target is immune to the hag's control for the next 24 hours. An undead whose challenge rating or level is greater than 5 is always immune to this effect. ART CREDIT: "Eulogy for Roslar's Coffer" by Miguel Regod6n Harkness BY BENEVOLENT EVIL (@EvilBenevolent)
ELDRITCH HAG Medium aberration, chaotic evil Armor Class 16 (natural armor) Hit Points 120 (l 6d8 + 48) Speed 30 ft., climb 30 ft., swim 30 ft. SlR DEX CON INT WIS CHA 18 (+4) 13 (+l) 17 (+3) 19 (+4) 13 (+l) 19 (+4) Skills Arcana+ l 0, Deception+ l 0, Insight +4, Investigation +7, Perception +4, Stealth +7 Damage Resistances force Damage Immunities psychic Condition Immunities blinded, charmed, frightened Senses blindsight 60 ft., passive Perception 14 Languages Aquan, Common, Deep Speech, Undercommon, telepathy 120 feet Challenge 8 (3,900 XP) Proficiency Bonus +3 Amphibious. The hag can breathe air and water. Hatred of Magic. When a creature within 120 feet of the hag casts a spell, uses a magical ability, or uses a magic item, the hag is aware of it and knows the direction toward it, though this doesn't grant her any knowledge of what the magic does. If the creature is an enemy that the hag can see, the magic enrages her until the end of her next turn, and she can use her reaction to use her unearthly gaze (if it is available) targeting the creature. While enraged, her speed is increased by 10 feet and she has advantage on attack rolls against the creature. Innate Spellcasting (Psionics). The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no components: At will: detect magic, detect thoughts, dissonant whispers 2/day each: dispel magic, modify memory Magic Resistance. The hag has advantage on saving throws against spells and other magical effects. Regeneration. The hag regains 1 5 hit points at the start of her turn if she has at least 1 hit point. ART CREDIT: "Wharf Infiltrator" by Daarken BY BENEVOLENT EVIL (@":vil'li,nevoler t) a problem even for mind flayers. Hags that work with a colony of mind flayers always have at least a few tricks in their back pocket for when the illithids decide she is no longer worth the threat she poses. Most commonly, she may try to elevate a challenger within the ranks of the colony, splitting the illithids in a civil war and coup backed by the hag herself. Covens. An eldritch hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 10 (5,900 XP} FERAL HAG At the edge of wilderness in both the Material Plane and the Feywild, there are hags with such a deep connection to the primal wilds that they can speak with and even transform into wild beasts. These feral hags appear as shrunken old women with leathery skin and wiry hair. Repel/ant Appearance. Any humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must make a DC 16 Intelligence saving throw. On a failed save, the creature's gaze slips off the hag, and the creature can't see the hag until the start of its next turn. On a successful save, the creature is immune to the hag's Repellant Appearance for the next 24 hours. Whenever the hag's true form is revealed, each humanoid within 60 feet of her must make the saving throw. Spider Climb. The hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Actions Multiattack The hag makes three attacks: two tentacle attacks and one claw attack. Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1 3 (2d8 + 4) slashing damage plus 4 (1 d8) psychic damage. Tentacle. Melee Weapon Attack:+ 7 to hit, reach 1 5 ft., one target. Hit: 8 (1 d8 + 4) bludgeoning damage plus 4 (1 d8) psychic damage and the target is grappled (escape DC 15). Unearthly Gaze (Recharge 6). The hag turns her otherwordly gaze upon one creature she can see that can see her within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or else take 21 (6d6) psychic damage plus 21 (6d6) force damage and become confused for 1 minute. On a success, the target takes half as much damage and suffers no other effects. While confused, the target acts as if it were affected by the confusion spell and repeats the save at the end of each of its turns, ending the effect on a success. Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly humanoid of size Medium or Small. 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 hag could appear to have no tentacles, but someone touching her shoulder might feel the tentacles. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 18 Intelligence (Investigation) check to discern that the hag is disguised. ( vl.O) FROM THE IMPERMISSICON D&D UNLEASHED 3
4 HAG DISEASE: FELL FERAL FEVER This disease can affect beasts, fey, humanoids, and monstrosities. Hags are naturally immune, except that feral hags carry the disease without exhibiting any symptoms. Symptoms manifest l d4 days after infection. While afflicted by the disease, a creature suffers the following ailments: Hydrophobia. The creature feels compelled to avoid liquid water. It will only drink when necessary. Insomnia. When the creature finishes a long rest, it must succeed on a DC l O Constitution saving throw to gain any benefit from the rest. Mania. When the creature finishes a short rest, it must succeed on a DC l O Wisdom saving throw to gain any benefit from the rest. If the creature is a beast, it is also more aggressive than normal. Sunlight Sensitivity. While in sunlight, the creature has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. After l d4 additional days of the disease, a creature also suffers from intermittent madness: Madness. The creature must make a DC 12 Charisma saving throw every 24 hours. On a failed saving throw, it must roll on the Long-Term Madness table from the Dungeon Master's Guide and suffer the effects for the rolled duration. While it suffers from madness, it also foams at the mouth, and it can be affected by spells and magic as if it were a beast with no more than 4 Intelligence. Fell Feral Fever has a special symbiosis with the curse of lycanthropy. A creature afflicted by the disease has disadvantage on saving throws against the curse of lycanthropy, and lycanthropes have disadvantage on saving throws against the disease. When a creature is afflicted with lycanthropy by a lycanthrope that is suffering from the disease, that creature is afflicted by the disease automatically. Each afflicted creature must make a DC 12 Constitution saving throw every 24 hours after symptoms appear. Once a creature has succeeded on at least three of these saving throws during an infection, the disease ends on that creature. An afflicted creature can pass the disease on to others by biting. When it deals damage to a creature using a bite attack, the target must succeed on a DC 12 Constitution saving throw or else be afflicted by the Fell Feral Fever disease. ( vl.0) FROM THE IMPERMISSICON D&D UNLEASHED FERAL HAG Small fey (shapechanger), neutral evil Armor Class 18 (natural armor) Hit Points 97 (1 5d6 + 45) Speed 30 ft., climb 30 ft. SlR DEX CON INT WIS CHA 15 (+2) 17 (+3) 16 (+3) 14 (+2) 16 (+3) 14 (+2) Skills Animal Handling +7, Deception +4, Nature +6, Perception +5, Stealth +7 Senses darkvision 60 ft., passive Perception l 5 Languages Common, Elvish, Gnomish, Sylvan Challenge 4 (1, l 00 XP) Proficiency Bonus +2 Animal Mimicry. The hag can mimic the sounds of beasts and animals. A creature that hears the sounds can tell they are imitations with a successful DC 1 5 Intelligence (Nature) check or Wisdom (Survival) check. Beast Whisperer. The hag can comprehend and verbally communicate with beasts. Any beast that is charmed by the hag obeys her verbal orders to the best of its ability. Feral Contagion. A creature that takes damage from the hag's bite or claw attacks must succeed on a DC 12 Constitution saving throw or else be afflicted by the Fell Feral Fever disease. Innate Spel/casting. The hag's innate spellcasting ability is Wisdom (spell save DC 13). She can innately cast the following spells, requiring no material components: At will: animal friendship, beast sense, find familiar 2/day each: disguise self, polymorph (can only transform targets into CR O beasts) Shapechanger. The hag can use her action to magically polymorph into a cat, a frog, a lizard, a poisonous snake, a rat, a raven, or a spider, or back into her true form. Her statistics, other than her size and speed, are the same in each form. She can still speak while transformed. Any equipment she is wearing or carrying is transformed along with her. She reverts to her true form if she dies. Actions Multiattack The hag makes two claw attacks. Bite (Beast Forms Only). Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and if the hag is in snake or spider form, the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a success. Claw (True Form Only). Me lee Weapon Attack:+ 5 to hit, reach 5 ft., one target. Hit: 7 (1 d8 + 3) slashing damage. Call Beasts (1/Day). The hag summons beasts: either one of CR 1 /2, two of CR 1 / 4, or four of CR 1 /8 or lower. The beasts, which are neutral evil, appear in unoccupied spaces within 60 feet of the hag and are charmed by her. Each beast remains for 1 hour, until it or the hag dies, or until the hag dismisses it as an action. ART CRED .. : "Old Hag" by Raluca losifescu BY BFNEVOLENT EVIL (@Evi!Benevolent)
Death by Beast. Feral hags delight in the harm and death that animals can bring to people. They often take control of domesticated animals and drive them into a murderous fury, turning them upon their owners. The more loving the bond between animal and humanoid, the more the feral hag enjoys destroying it. Feral hags also sabotage hunts and expeditions, turning harmless deer into rabid swarms and twisting already aggressive boars into rampaging killing machines. Magical Rabies. Feral hags are carriers of a magical disease. This disease, known as Fell Feral Fever, doesn't harm the hag herself; she spreads it by injuring others with her claws, or biting them once she has transformed into a beast. Feral hags enjoy spreading this sickness through livestock and wild animals alike. Lycantbrope Predators. Lycanthropes fascinate feral hags. Some even claim that feral hags themselves were first created when lycanthropy somehow spread to a hag. A feral hag loves to see lycanthropy spread through the world, and does whatever she can to encourage it. Yet when one allies with a lycanthrope clan, she seeks to spread her feral disease among their pack, eventually driving them mad enough to fall under her control Covens. A feral hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 6 (2,300 XP). WITHERING HAG A necromancer that knows the proper rituals can raise a dead hag as an undead called a withering hag, named for not only their appearance but also their innate ability to drain youth and vitality with a touch. Withering hags come in every shape and size that living hags do. True to their name, they have withered skin that complements their thinning hair and skeletal frames. Withering hags typically lurk in the same areas where they were once defeated, nursing their ancient grudges and plotting new ways to achieve their final revenge as they wait in the dark for hapless victims to wander by. Seekers of Youth. Withering hags are desperate to take back the life and vitality that they have lost. Draining the youth from victims temporarily sates their lust for vital energy, but no matter how much they drain, the withering hag can't return itself to life. Despite this fact, most withering hags have convinced themselves to the contrary. They are recklessly eager to drain new victims. Spectral Entourage. With her talents for trickery, a withering hag usually has little difficulty in convincing other vengeful undead, such as specters and ghosts, to join her cause. Withering hags naturally attract these spirits because of their foul aura. Once they are allied, the spirits stay near to the hag, ready to defend her. Undead Nature. A withering hag does not require air, drink, or sleep. Covens. Withering hags can't form a proper coven because of their undead nature. Withering hags often collect in groups of three despite this, pantomiming the rituals of a proper coven of living hags. ART CREDIT: "Desert Banshee" by Maciej Laszkiewicz BY BENEVOLENT EVIL (@Evi!Be .. 1.evolent) WITHERING HAG Large (20%), Medium (60%), or Small (20%) undead, chaotic evil Armor Class 14 (natural armor) Hit Points 5 2 (8d8 + 16) Speed 30 ft. S1R DEX CON INT WIS CHA l 5 (+2) 12 (+ l) l 5 (+2) 12 (+ l) 13 (+ l) 14 (+2) Skills Deception +6, Perception +3, Stealth +3 Damage Resistances necrotic Condition Immunities charmed Senses darkvision 120 ft., passive Perception l 3 Languages only the languages she knew in life Challenge l (200 XP) Proficiency Bonus +2 Foul Aura. Each creature within l O feet of the hag can't regain hit points. Nonmagical non-creature plants in the area wilt, taking 2 (1 d4) necrotic damage after each minute in the aura. Constructs, undead, and any creatures that are controlling the hag (as an undead) are unaffected. Sunlight Sensitivity. While in sunlight, the hag has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Tum Immunity. The hag is immune to effects that turn undead. Actions Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1 d8 + 2) slashing damage, and the target must make a DC 12 Constitution saving throw. On a failed save, the target takes 7 (2d6) necrotic damage and magically ages 10 (3d6) years. The hag regains hit points equal to the necrotic damage dealt. The aging effect can be reversed with a greater restoration spell, but only within 48 hours of it occurring. Illusory Appearance. The hag covers herself and anything she is wearing or 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 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 14 Intelligence (Investigation) check to discern that the hag is disguised. ( vl.O) FROM THE IMPERMISSICON D&D UNLEASHED 5