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Blood Hag

Medium · Fey · CR 11 · Chaotic Evil

Source. Tome of Beasts
Armor Class
16 (natural armor)
Hit Points and Hit Dice
178 (21d8+84)
Challenge Rating CR
11

Ability Scores

Core attributes and their modifiers.

STR
20
+5
DEX
16
+3
CON
18
+4
INT
19
+4
WIS
21
+5
CHA
17
+3

Overview

Category Monsters
Size Medium
Type Fey
Alignment Chaotic Evil
XP 7200
Initiative Bonus +3

Movement

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

Senses

Darkvision 60 ft (18.3 m)
Passive Perception 19

Saving Throws

Dexterity +7 Constitution +8 Charisma +7

Skills

Deception +7 Intimidation +7 Perception +9 Stealth +7

Languages

Common, Giant, Infernal, Sylvan, Trollkin

Resistances & Immunities

Condition Immunities
charmed, poisoned

Environments

Arctic or Tundra Caves Coast Desert Forest or Jungle Grassland or Plains Hills Laboratory Lake Mountain Ocean Ruins Sewer Shadowfell The Abyss Astral Plane Elysium Ethereal Plane Feywild Hell Material Plane Plane of Air Plane of Earth Plane of Fire Plane of Water Swamp or Marsh Temple Badlands Tomb Underworld Urban

Traits

Blood Sense

A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.

Innate Spellcasting

the hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

at will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing

3/day each: bestow curse, invisibility, mirror image

1/day each: cloudkill, modify memory

Actions

1

Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute.

2

Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute.

3

Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute.

4

Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save.

Blood-Drinking Hair

+9 to hit, reach 10 ft (3 m). Hit: 3d8 necrotic damage.

Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.

Call the Blood

The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours.

Claws

+9 to hit, reach 5 ft (1.5 m). Hit: 4d6 slashing damage.

Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Face Peel

The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner.

Multiattack

The blood hag makes two claw attacks and one blood-drinking hair attack.

About Blood Hag

Blood Hag is a medium fey with a Challenge Rating of 11. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 16 and possesses 178 hit points (derived from 21d8+84).

Blood Hag has communication capabilities including Common, Giant, Infernal, Sylvan, Trollkin. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Blood Hag

1 tips available

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

  • Climbing Advantage: This creature can climb at 30 ft. It can use walls and ceilings for tactical positioning. Consider using 'Spider Climb' negation or fighting in open areas without vertical surfaces.

Player Guide: Facing Blood Hag

1 strategies available

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

  • Climbing Defense: This creature can climb at 30 ft! It can use walls and ceilings for surprise attacks. Fight in open areas without vertical surfaces. 'Spider Climb' negation spells can help.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 11.

Solo Encounter:

A single character of level 15 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 13,200 XP
  • Hard: 19,800 XP
  • Deadly: 26,400 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 Blood Hag?
Blood Hag has a Challenge Rating of 11, making it appropriate for parties of level 11.0.
What type of creature is Blood Hag?
Blood Hag is a Medium Fey, which affects how certain spells and abilities interact with it.
What languages does Blood Hag speak?
Blood Hag can communicate in Common, Giant, Infernal, Sylvan, Trollkin.

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