Hags

by CanceRevolution

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Hags

Hags are malevolent, witch-like creatures steeped in dark magic and ancient curses. Drawing from the blackest corners of folklore and nightmare, these crones are embodiments of malevolence and corruption. They vary in appearance, often taking the form of grotesque, aged women with withered skin, elongated fingers, and twisted features that hint at their supernatural origins. Whether lurking in the foul marshes, dense woods, or near crumbling ruins, a hag's lair is always filled with eerie trinkets and the remnants of dark rituals. The very air around them is thick with menace, and the night soundscape is tainted with their cackling laughter or haunting lullabies.

Tier 2



Young Hag

Medium, Fey

Tier 2, Challenge Point 2, XP: 4

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 12 AP 0
HP 7 Posture 8
  • Passive Insight/ Perception 14
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +2 WIS +4 CHA +1
  • LU +1: Luck Points: 1; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +4, Spell DC (12)

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb, False Life, Sense Good & Evil, Sense Magic, Talk to Animals

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Hag

Medium, Fey/ Fiend

Tier 2, Challenge Point 4, XP: 8

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 12 AP 0
HP 15 Posture 14
Mana 4
  • Passive Insight/ Perception 16
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +3 WIS +6 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +6, Spell DC (14)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb, False Life, Sense Good & Evil, Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Darkness,
    Dark Pulse,Hypnotize, Putrid Flesh, Red Metal

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex

Tier 3



Necromancer Hag

Medium, Fey/ Fiend/ Undead

Tier 3, Challenge Point 10, XP: 30

Special Loot: Sabbath Ring (rare accessory),
Dark Cursed Wand (Rare Wand)

Attributes

AC 14 AP 1
HP 59 Posture 38
Mana 20
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Dark Common, Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Horrifying Look When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC 16), or become completely Blinded and Scared of you for 1 turn.

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Dark Cursed Wand Once per round, when you deal cold or dark damage, you can deal extra 1d8 dark damage.

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate, Talk to the Dead, Create Simple Undead, Create Undead, Talk to Plants, Invisible Eye

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb,
    Sense Good & Evil, Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Darkness, Dark Pulse,
    Hypnotize, Red Metal, Putrid Flesh

  • Level 2 (2 Mana): Blood Drain, Create Fear, Dispell, Revive, Shadow Ball

  • Level 3 (4 Mana): Dark Ray, Natural Decay

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Green Hag

Medium, Fey/ Fiend/ Plant

Tier 3, Challenge Point 5, XP: 15

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 14 AP 1
HP 29 Posture 23
Mana 20
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Elvish, Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate,
    Talk to Plants, Invisible Eye, Scrying

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb, False Life, Sense Good & Evil, Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Cure Wounds, Darkness, Dark Pulse, Hypnotize, Red Metal

  • Level 2 (2 Mana): Plant, Growth, Revive

  • Level 3 (4 Mana): Mass Healing

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Clay Hag

Medium, Fey/ Fiend/ Construct

Tier 3, Challenge Point 5, XP: 15

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 16 AP 2
HP 46 Posture 26
Mana 4
  • Passive Insight/ Perception 16
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 25 Climb/ Swim 20 Dash 40

Stats + Skills

STR +6 DEX -1 INT +4 WIS +6 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +6, Spell DC (14)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate, Talk to Plants, Invisible Eye, Tiny Doll Servant

Action (1)

  • Clay Strike Hit +6, Dmg 1d12 strike

  • Burrowed Mass: On a hit, the target must succeed on an Athletics Save (DC 14), or become Contained and Immobilized for 1 turn.

  • Cast Spell You can cast the following spells:

  • At Will: Alter Body, Conjure Minor Vines, Dark Orb, Sense Good & Evil, Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Darkness,
    Dark Pulse, Hypnotize, Red Metal

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Sea Hag

Medium, Fey/ Fiend/ Beast

Tier 3, Challenge Point 10, XP: 30

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 18 AP 1
HP 59 Posture 38
Mana 10
  • Passive Insight/ Perception 28
  • Senses Dark Vision
  • Language Sylvan

Movement

Base/ Swim (Breath) 25 Climb 10 Dash 20

Stats + Skills

STR -1 DEX +8 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Horrifying Look When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC 16), or become completely Blinded and Scared of you for 1 turn.

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Blood Frenzy: Once per round, you can Attack 1 target that is Bleeding as a Free Action.

  • Electrical Sensors Your Passive Insight/ Perception is increased by 10, but you become completely Blinded for 1 turn when you take electric damage.

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Water Ambusher You gain advantage on Stealth Checks while underwater. In addition, creatures that are not fully submerge in water are considered completely Blinded when interacting with you.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate,
    Talk to Plants, Invisible Eye, Rain Dance

Action (1)

  • Shark Bite Hit +8, Dmg 1d10 thrust

  • Bloody Hit: On a hit, the target must succeed on an Endurance (DC 16), or start Bleeding (1d6).

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb, Sense Good & Evil, Sense Magic, Talk to Animals, Water Dart

  • Level 1 (1 Mana): Blood Skull, Conjure Vines, Darkness, Dark Pulse, Hypnotize, Putrid Flesh

  • Level 2 (2 Mana): Blood Drain, Hydro Pump

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex

  • Level 2 (2 Mana): Force Bleed



Illusionist Hag

Medium, Fey/ Fiend

Tier 3, Challenge Point 10, XP: 30

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 14 AP 1
HP 58 Posture 38
Mana 30
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language All Languages

Movement

Base 25 Climb/ Swim 5 Dash 10

Stats + Skills

STR -2 DEX +4 INT +6 WIS +8 CHA +8
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Enchanted Look When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC 16), or become Enchanted by you for 1 turn.

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate,
    Talk to Plants, Invisible Eye, Fake Terrain

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb, Hologram, Invisibility, Minor Illusion, Sense Good & Evil,
    Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Darkness, Dark Pulse,
    Fake Pressure, Hypnotize

  • Level 2 (2 Mana): Psychedelic Colors, Psychic Illusion

  • Level 3 (4 Mana): Grand Illusion, True Invisibility

  • Level 4 (6 Mana): False Identity

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex, Restoration

  • Level 3 (4 Mana): False Self



Chronomancer Hag

Medium, Fey/ Fiend

Tier 3, Challenge Point 5, XP: 15

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 14 AP 1
HP 29 Posture 23
Mana 10
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +8 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate,
    Invisible Eye, Flashback

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Dark Orb, Sense Good & Evil, Sense Magic

  • Level 1 (1 Mana): Grow & Shrink Body, Levitate, Darkness, Dark Pulse, Hypnotize, Red Metal

  • Level 2 (2 Mana): Accelerate, Slow

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Wood Hag

Medium, Fey/ Fiend/ Plant

Tier 3, Challenge Point 5, XP: 15

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 16 AP 2
HP 29 Posture 23
Mana 10
  • Damage Weakness Fire
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Plant Regeneration You regain 2d4 HP at the start of your turn while alive. If you take any fire damage, you lose this ability for 1 turn.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate, Find Familiar
    Talk to Plants, Invisible Eye, Oak Armor

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb,
    Minor Illusion, Sense Good & Evil, Sense Magic, Talk to Animals, Thorn Strike

  • Level 1 (1 Mana): Conjure Vines, Darkness, Dark Pulse, Hypnotize, Red Metal

  • Level 2 (2 Mana): Poisonous Spray

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex

  • Level 2 (2 Mana): Conjure Sentient Vine



Burning Hag

Medium, Fey/ Fiend/ Elemental

Tier 3, Challenge Point 10, XP: 30

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 18 AP 0
HP 38 Posture 28
Mana 20
  • Damage Immunities Fire
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Elemental Speech (Ignan), Sylvan

Movement

Base/ Fly (Hover) 30 Climb/ Swim 5 Dash 10

Stats + Skills

STR -2 DEX +8 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Horrifying Look When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC 16), or become completely Blinded and Scared of you for 1 turn.

  • Spread Fire When you deal fire damage, you also regain HP equal to half fire damage dealt

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fire Aura At the start of your turn, all creatures within 30 feet of you must succeed on an Agility Save (DC 16) or take 1d6 fire damage and become Ignited (1d6).

  • Fire Form Any creature that touches you directly (like grappling or mounting) becomes Ignited (1d6). You also take 10 cold damage for every 5 feet you move on water, or whenever you take damage from a spell or similar effect that splashes a lot of water.

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate,
    Talk to Plants, Invisible Eye, Scrying

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb, Fire Orb,
    Sense Good & Evil, Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Darkness, Dark Pulse, Flamethrower, Hypnotize

  • Level 2 (2 Mana): Fireball

  • Level 3 (4 Mana): Fire Barrier

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Blight Hag

Medium, Fey/ Fiend

Tier 3, Challenge Point 5, XP: 15

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 14 AP 1
HP 29 Posture 23
Mana 10
  • Damage Immunities: Acid, Poison
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate, Invisible Eye

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Dark Orb, Minor Acid Spray, Minor Illusion, Sense Good & Evil, Sense Magic, Poison Sting

  • Level 1 (1 Mana): Acid Spits, Darkness, Dark Pulse, Hypnotize, Red Metal, Scorpion's Tail

  • Level 2 (2 Mana): Acid Spray, Poisonous Spray

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex



Blood Hag

Medium, Fey/ Fiend

Tier 3, Challenge Point 5, XP: 15

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 14 AP 1
HP 29 Posture 23
Mana 10
  • Passive Insight/ Perception 18
  • Senses Dark Vision
  • Language Sylvan

Movement

Base 30 Climb/ Swim 10 Dash 20

Stats + Skills

STR -1 DEX +4 INT +4 WIS +8 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

Abilities

  • Curse Immunity You are immune against all Curses

  • Blood Curse: You are always Bleeding (1d4), but any bleed damage you take is first reduced by 4.

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +8, Spell DC (16)

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate, Invisible Eye

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Blood Slash, Dark Orb, Minor Illusion,
    Sense Good & Evil, Sense Magic

  • Level 1 (1 Mana): Blood Skull, Darkness, Hypnotize

  • Level 2 (2 Mana): Blood Drain

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex

  • Level 2 (2 Mana): Force Bleed

Tier 4



Ancient Hag

Large, Fey/ Fiend

Tier 4, Challenge Point 40, XP: 160

Special Loot: Sabbath Ring (rare accessory)

Attributes

AC 15 AP 1
HP 250 Posture 130
Mana 50
  • Passive Insight/ Perception 20
  • Senses Dark Vision
  • Language All Languages

Movement

Base 35 Climb/ Swim 20 Dash 40

Stats + Skills

STR +10 DEX +5 INT +10 WIS +10 CHA -3
  • LU +0: Luck Points: 0; Critical Fail: 1

Villain Action

  • Call Hags When you roll for Initiative, you can create any Hag of your choice.

  • Horrifying Look When you roll for Initiative, all creatures looking at you must succeed on an Insight Save (DC 18), or become completely Blinded and Scared of you for 1 turn.

  • Villain Magic Once per round, you can cast a spell at any moment, ignoring any restriction from Normal Spells.

  • Villain Mana When you start your turn with 0 Mana, you can regain 1d4 Mana.

Abilities

  • Curse Immunity You are immune against all Curses

  • Fey Heritage You have advantage on Insight Checks and Saves.

  • Spell Skill Spell Hit: +10, Spell DC (18)

  • Necromancer You don’t lose HP when casting Necromancy spells that drain your own HP.

  • Cast Ritual Spell You can cast the following spells:

  • Identify Object, Zone of Truth, Locate,
    Create Simple Undead, Create Undead,
    Talk to the Dead, Talk to Plants, Invisible Eye,
    Circle of Teleportation

Action (1)

  • Cast Spell You can cast the following spells:

  • At Will: Conjure Minor Vines, Dark Orb,
    Sense Good & Evil, Sense Magic, Talk to Animals

  • Level 1 (1 Mana): Conjure Vines, Darkness, Dark Pulse, Hypnotize, Putrid Flesh

  • Level 2 (2 Mana): Dispell, Shadow Ball, Revive

  • Level 3 (4 Mana): Natural Decay

  • Level 4 (6 Mana): Banishment

  • Level 5 (10 Mana): Black Plague, Disintegrate

  • Level 6 (14 Mana): Forced Polymorph

Bonus Action

  • Cast Spell You can cast the following spells:

  • At Will: Hex

  • Level 5 (10 Mana): Danse Macabre

Reactions

  • Cast Spell You can cast the following spells:
  • Level 3 (4 Mana): Counter Spell