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# The Hag Antagonist Hags, I feel, have a distinct lack of power that makes them ineffective as campaign antagonists, and their powers aren't directly represented in their statblocks, especially in the case of Green Hags. As such, I have created a number of templates for making your Green Hag into an effective antagonist and giving them suitably-flavored minions. ## Green Hag Blightmother The Blightmother is a unique kind of hag, one that enjoys corrupting and twisting nature as much as they do mortals. They have a special talent for bending plants and mortal creatures to their will, and are often much more power-hungry than other hags. As such, they rarely gather in covens, and have a variety of minions at their disposal. **Monstrous Family.** A Blightmother's disposition towards her minions is similar to that of a distant mother. She often cares, if only slightly, for their well-being and usually rewards positive behavior as much as she punishes negative behavior. As a result, her minions are especially loyal to her, and many semi-intelligent, evil creatures may even seek out the care of a Blightmother. Especially for those who become her favored minions, it is a favorable arrangement. **Dark Gardeners.** As their name may suggest, Blightmothers often participate in the creation of Blights, among other evil plants. In many cases, a Blightmother will work to create and nurture Gulthias trees in the forests they call home, in order to ruin once beautiful places of nature and to gain a loyal ally in the tree and the Blights that are its offspring. Along with their raising of Blights, Blightmothers also have other powers related to controlling and creating plants, their abilities to do so being comparable to the magic of Druids and Rangers. **Hag Magic.** Among hags, Blightmothers are the masters of magic and alchemy, with claws dipped in poison, *potions of healing*, and a variety of magical abilities far beyond what most hags could accomplish by themselves. However, they are extremely rare and especially selfish, making it impossible for them to work together in covens effectively, as it is difficult to find like-minded hags, and even more difficult to work together with them. ### Blightmother Template Green and Night hags are the only hags with the capability to be effective Blightmothers, as Sea Hags don't stay by forests and often care little for the use of magic. When a hag becomes a Blightmother, it retains its statistics except as described below. The Blightmother might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit. **Poison Claws.** The hag's Claw weapon attacks, in addition to their normal damage, now have the following effect on a hit: The target must make a DC 12 Constitution Saving throw, taking 2d4 poison damage and being poisoned for 1 minute on a failure, and taking half as much damage and not being poisoned on a success. **Expanded Spellcasting.** The hag now gains the following spells, in addition to those already granted by her Innate Spellcasting feature: At will: *thorn whip, druidcraft, ensnaring strike* 1\day each: *goodberry, entangle, burning hands, darkness, fog cloud* 1\day: *conjure animals*(can choose to conjure plants or beasts), *lightning bolt, fireball, tasha's hideous laughter* #### New Action **Healing Potion.** Three times a day, the hag can use an action to consume a *potion of healing* or administer one to a creature within 5 feet, restoring 2d4+2 hit points. #### New Legendary Actions **Healing Potion.** The hag can use 1 legendary action to consume or administer one of her three *potions of healing*. **Spell.** The hag can use 1 legendary action to cast one of her at will spells. ## Green Creatures When a Green Hag, usually a Blightmother, has a minion that she favors, she will often give them the gift of *potions of healing* and potent poisons. However, the potions they grant their favored minions have an additional side-effect: Bright green eyes. A telltale sign of a "green" creature is the bright green eyes and strange *potions of healing*, as well as unusual pets or magical creatures by their side, such as Flameskulls, Blights, or other creatures created through dark magic often found in the possession of hags. ### Green Creature Template Green creatures are usually evil humanoids, including goblinoids, orcs, gnolls, yuan-ti, kobolds, and evil humans, elves, dwarves, and gnomes, however, most intelligent creatures can become employed by hags, and you can apply this template to any creature at the DM's discretion. When a creature becomes "green", it retains its statistics except as described below. **Poisoned Weapon.** One of the Green creature's weapon attacks that deals either slashing or piercing damage now has the following effect on a hit: The target must succeed on a DC 12 Constitution saving throw or take 1d6 poison damage. **Healing Potion.** Once a day, the Green creature can use an action to consume a *potion of healing* or administer one to a creature within 5 feet, restoring 2d4+2 hit points.