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Green Hag

Medium · Fey · CR 3 · Neutral Evil

Source. 5e 2014 Rules
Armor Class
17 (natural armor)
Hit Points and Hit Dice
82 (11d8+33)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

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

Overview

Category Monsters
Subcategory Hags
Size Medium
Type Fey
Alignment Neutral Evil
XP 700
Initiative Bonus +1

Movement

Walk 30 ft (9.1 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 14

Skills

Arcana +3 Deception +4 Perception +4 Stealth +3

Languages

Common, Draconic, Sylvan

Environments

Caves Forest or Jungle Hills Ruins Shadowfell Feywild Swamp or Marsh Urban

Traits

Amphibious

The hag can breathe air and water.

Hag Coven

When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.

Hag Eye (Coven Only)

A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.

Innate Spellcasting

The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry

The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Shared Spellcasting (Coven Only)

While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

  • 1st level (4 slots): identify, ray of sickness
  • 2nd level (3 slots): hold person, locate object
  • 3rd level (3 slots): bestow curse, counterspell, lightning bolt
  • 4th level (3 slots): phantasmal killer, polymorph
  • 5th level (2 slots): contact other plane, scrying
  • 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Actions

Claws

Cost 1

+6 to hit, reach 5 ft (1.5 m). Hit: 2d8 thunder damage.

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance

Cost 1

The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage

Cost 1

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.

About Green Hag

Green Hag is a medium fey with a Challenge Rating of 3. It has a neutral evil alignment.

In combat, this creature maintains an Armor Class of 17 and possesses 82 hit points (derived from 11d8+33).

Green Hag has communication capabilities including Common, Draconic, Sylvan. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Green Hag

2 tips available

When using Green Hag in your D&D 5e campaign, consider these tactical approaches:

  • Mid-level Encounter: Ideal for parties levels 3-8 as solo or small groups
  • Terrain Advantage: Use terrain to offset moderate combat abilities

Player Guide: Facing Green Hag

2 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Moderate Threat: Prepare standard combat tactics
  • Tactical Advantage: Use terrain and positioning

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Green Hag?
Green Hag has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Green Hag?
Green Hag is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Green Hag speak?
Green Hag can communicate in Common, Draconic, Sylvan.

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