Harbinger Hags
Harbinger hags are considered to be one of the most powerful of their kind due to their absolute mastery of hexes. Whereas most hags are only able to maintain a handful of hexes at a single time, harbinger hags are able to spread their magical curses to multiple people at a time.
Hexcraft Mastery
The harbinger hag's mastery of hexcraft is quite unique, even among hags, as they are able to utilize these magical curses to have both offensive and defensive utility. Harbinger hags are able to use their hexes to create a magical lattice that completely nullifies any form of attack from a hexed creature. At first glance, this barrier is largely invisible to the naked eye but the careful observer can notice a complex pattern of runes across the hag's body that give off a dull glow whenever their hex wards activate. Only by ridding oneself of their hex is one able to bypass the majority of the hex ward's defenses.
Coven Creators
Of all hags, harbinger hags are considered to be the most sociable as they actively seek out the rest of their kin. Harbinger hags desire the rest of their kin to reach their level of perfection through the mastery of hexcraft. However, these alliances are typically forged for a greater purpose as harbinger hags often seek to extend the reach of power merely beyond the domains of their covens. Only by elevating their lesser kin to their true potential will their kind be able to bend other creatures to their will.
Harbinger Hag Tactics
Harbinger hags are extremely strategic fighters that rely on debilitating their enemies under a multitude of curses and hexes. Many of the harbinger hag's abilities are largely defensive in nature, allowing the hag to evade harm from deadly effects. Its greatest strength lies in its ability conjure hexbolts upon creatures weakened by their infinite Hexes.
Because this tactic heavily relies on careful precision and planning, harbinger hags prefer to be skirmishers if forced to fight by themselves. They become increasingly more dangerous when coupled with allies and minions as their debilitating effects can cause even relatively weak creature to pose a rather deadly threat.
Harbinger Hag
Medium Fey, varies
- Armor Class 20 (Hex Ward)
- Hit Points 85(10d8+40)
- Speed 30ft.
STR DEX CON INT WIS CHA 17(+3) 15 (+2) 19 (+4) 14 (+2) 17 (+3) 19 (+4)
- Saving Throws Con +7,Int +5, Wis +6, Cha +7
- Skills Deception +7, Insight +6, Intimidation +7, Perception +10
- Damage Resistances bludgeoning, piercing, and slashing damage from non-silvered attacks; necrotic
- Senses darkvision 120ft., passive Perception 20
- Languages Common, Sylvan
- Proficiency Bonus +3
- Challenge 7 (2700 xp)
Cursed Hex The hag can deal a critical hit on a 18-20 against a hexed target.
Hex Ward The hag can add its Charisma modifier to AC (already included). When a hexed creature targets the hag with an attack or effect, the attacker must roll a d6. Upon rolling a 5 or 6, the hag is completely unaffected by the attack or effect.
Magical Attacks The hag's attacks are considered magical for the purposes of overcoming resistance
Magic Resistance The hag has advantage on saving throws against spells and magical effects
Misfortune When a creature under the hag's Malediction Hex has disadvantage on an attack roll, ability check, or saving throw, it must roll three times instead of twice taking the lowest roll.
Witches Curse IF the hag is reduced to 0 hitpoints, all creatures within 30ft. of it must succeed a DC 15 Charisma saving throw or fall under the effect of Malediction Hex.
Witch Sight The hag can see the true form of any shapechanger or creature concealed by Illusion or Transmutation magic
Innate Spellcasting
The hag is an 10th-level Spellcaster. Its Spellcasting ability is Intelligence (spell save DC 15, +7 to hit wi8th spell attacks). The hag has the following Wizard Spells prepared:
- At Will Mage Hand, Prestidigitation, Thaumaturgy
- 1st Level (4 slots) Bane, Find Familiar, Hex, Silvery Barbs
- 2nd Level (3 slots) Hold Person, Invisibility
- 3rd Level (2 slots) Bestow Curse, Counterspell, Dispel Magic, Glyph of Warding
- 4th Level (1 slot) Blight, Locate Creature.
- 5th Level (2 slots) Circle of Power, Hold Monster, Legend Lore, Scrying
Actions
Multiattack. The hag can cast a spell and make two claw attacks. Alternatively, the hag can make two Hexbolt attacks on its turn.
Claw. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 8 (2d4+3) slashing damage.
Hexbolt Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 13 (2d8+4) necrotic damage. If the target is hexed, this attack deals 22(4d8+4) necrotic damage instead
Bonus Actions
Malediction Hex. As a bonus action, the hag can force a deals 22 creature it can see within 60ft. of it to make a DC 15 Charisma saving throw. On a failed saving throw, it is cursed with a Malediction Hex. Creatures under this hex suffer a 1d8 penalty on all attack rolls, ability checks, and saving throw.
Whenever the hexed creatures take damage, it takes an additional 4(1d8) damage.
A hexed creature can repeat its saving throw every hour ending the effect on a success.
This hex lasts for 1 hour or until the hag uses this ability on another creature, Remove Curse is used on the target, or if the hag dies.
Shapechanger The hag can use its bonus action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.