Gloom Hags
Gloom hags are nightmarish fey that hail from the forests of eternal night deep within the forgotten reaches of the Feywild. While they can commonly be found in those realms, gloom hags are also known to take residence in the subterranean caverns of the Underdark.
Shadow Terrors
Although hags naturally are terrifying and unnerving creatures, all pale in comparison to the gloom hag while within its natural element of the shadows. Thanks to their mastery of shadow magic, gloom hags are able to channel their true nightmarish form which paralyzes creature out of sheer fright. However, its umbral visage is not the only ability that it has at its disposal. Although all hags are known for their supernatural vision, none have the gloom hag's special ability to see through shrouds of magical darkness. To make matters worse, the gloom hag also has the ability to travel long distances through the shadows making them nearly impossible to track while under the cover of darkness.
Gloom Hag Tactics
Rarely will one ever encounter a gloom hag without the cover of darkness. Although gloom hags do not possess any inherent weakness to sunlight like vampires, their abilities are much more potent in the absence of light. This is one of the primary reasons that gloom hags prefer to reside in regions that are permanently under the shroud of darkness. In combat, the gloom hags first goals are to incapacitate their opponent using their umbral visage. Once paralyzed, the gloom hag will use their supernaturally long claws to rend their foe to pieces. While their primary strategy relies heavily on melee combat, the gloom hag's magical effects are incredibly powerful when fueled by the shadows. They have a number of tools at their disposal such as creating maddening clouds of darkness or even animating the shadows to fight on their behalf.
Defensive Tactics
The gloom hag also has several defensive countermeasures as well that are most effective in darkness. When outnumbered or facing a superior opponent, the hag will quickly turn the tide using their shadow hexes which will cloud the target's vision with a veil of shadow. This will either give the hag ample time to escape or provide the perfect edge to take down their foe. In addition to their shadow hexes, gloom hags are surprising agile while in darkness and can use the shadows to warp past harmful effects or to even reach distant enemies.
Gloom Hag
Medium Fey, varies
- Armor Class 16 (Natural Armor)
- Hit Points 68(8d8+32)
- Speed 30ft.
STR DEX CON INT WIS CHA 17(+3) 15 (+2) 19 (+4) 14 (+2) 17 (+3) 19 (+4)
- Saving Throws 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
- Senses darkvision 120ft., passive Perception 20
- Languages Common, Sylvan
- Proficiency Bonus +3
- Challenge 5 (1800 xp)
Gloom Magic Creatures that are in dim light or darkness have disadvantage on saving throws against the hag's spell effects.
Gloom Sight The hag's vision is not obscured by magical darkness
Shadow Fright Any creature hostile to the hag that starts its turn within 20 feet of the hag must make a DC 15 Wisdom saving throw, unless the hag is incapacitated. On a failed save, the creature is frightened until the start of its next turn. Frightened creatures are considered to be paralyzed for the duration. If a creature's saving throw is successful, the creature is immune to the hag's Shadow Frightfor the next 24 hours.
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
Shadow Evasion While in dim light or darkness, if the hag fails a saving throw against an effect that deals damage, the hag takes half damage and none on a success.
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, Prestidigiation, Thaumaturgy
- 1st Level (4 slots) Hex, Find Familiar, Fog Cloud
- 2nd Level (3 slots) Darkness, Invisibility, Mirror Image
- 3rd Level (2 slots) Bestow Curse, Counterspell, Dispel Magic, Hunger of Hadar, Summon Shadowspawn
- 4th Level (1 slot) Shadow of Moil
Actions
Multiattack. The hag can cast a spell and make two claw attacks. Alternatively, the hag can substitute a spell attack or a hexbolt.
Claw. Melee Weapon Attack: +6 to hit, 5ft., one target. Hit: 8 (2d4+3) slashing damage.
Shadow Bolt Melee Weapon Attack: +7 to hit, 5ft., one target. Hit: 13 (2d8+4) necrotic damage. If the attack is made in dim light or darkness, this attack deals 22(4d8+4) necrotic damage instead.
Bonus Actions
Shadow Hex. As a bonus action, the hag can mark a creature it can see within 60ft. of it with a Blood Hex. For the duration of the Hex, the target is considered to be blinded.
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.
Shadow Stealth The hag can use its bonus action to Hide while in dim light or darkness.
Shadow Stride While in dim light or darkness, the hag can use its bonus action to teleport 60ft. to a spot that it can see in range. The new destination must be shrouded in dim light or darkness.