Hags

## Info

The Hags

By Sword of the Queen#6980, DDawes#4728

Ancient beings who come from the feywild, hags are a reflection of motherhood and wisdom with a sinister aura. A normal woman may become a hag by venturing into the feywild and seeking out the covens. They bring her into a dark sisterhood and awaken the calling of the wild within her, transforming her into one of their kind. All too often, gleeful freedom and the revelry of ugliness and rejection of mortal beauty is mistaken for evil. While many hags are known for their monstrous nature, there are just as many that serve in secret as midwives, medicine women, and soothsayers.

Hags typically resemble monstrous crones with unnatural skin in shades of green, gray, purple and orange. Some have horns that curl about the sides of their head, while others are covered in warts and other strange markings that indicate that they have been touched by the most chaotic of fey magicks.

Ability Score Increase: +1 to one ability score of your choice not provided by the subrace.

Age: The fey magic within a hag preserves and keeps them forever, allowing them to live indefinitely until they are killed.

Spiritual: Hags are considered humanoid fey creatures.

Speed: The Hags movement speed is 30.

Alignment: Though fairly all too often Hags move toward a nature of malevolence, there are some who out of pure resentment turn away from evil, though their freedom and chaotic nature is a bit harder to fight due to being appealing.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Darkvision: The Hags have 60 feet of darkvision, they see colors in black and white.

Languages: Common, Sylvan and one other language dictated by the subrace.

Comforting Appearance: The Hags have a limited ability to change their appearance into that of a normal humanoid so that they can move about villages, towns and other places to not reveal their Hag appearance and alert others.

Claw: The Hags have a 1d4+Strength natural claw weapon that deals slashing damage.

Annis Hag

Annis hags possess giant magic imbued in the fey chaos that creates them, rendering their hag form large and imposing and granting them supernatural strength. The evils of an annis hag are well-known as those who would corrupt children, inflict nightmares on their parents, and terrorize mountain villages. An annis hag who turns towards goodness however might protect children, chase away evil, and serve as a source of comfort.

Ability Score Increase: The Annis Hag gets +2 to Strength.

Size: The Annis Hag is counted as a Large Creature.

Giant Birth: The Annis Hag knows Giant in addition to the other languages.

Iron Token: An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag’s voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required) whereupon the token retains its current form but permanently loses its magical properties.

Motherly Caress: If you have a target grappled currently, you can use your action to restrain them with both arms by making a contested athletics check. On a success you deal 2d4+strength bludgeoning damage, each turn after while they are restrained in this way you may use your bonus action to make a contested athletics check to deal this damage to them. You are not restrained.

Dusk Hag

Dusk Hags see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a whisper. There are tall tales of dusk hags who influence the rise and fall of kings with their prophecies.

Ability Score Increase: The Dusk Hag gets +2 to Charisma.

Size: The Dusk Hag is counted as a Medium Creature.

Fiendish Laughter: The Dusk Hag knows infernal in addition the other languages

Dreamless Whisper: The Dusk Hag makes whispers into the air targeting a creature that they can see within 30ft, only the creature can hear the words of the Hag and the Hag can choose if these whispers are sweet or dreadful that either guide a creature to greatness or to ruin. The hag must succeed on a contested persuasion or intimidation check versus the creature’s insight unless they want to believe them and can choose to fail instead. Out of combat, this imposes disadvantage or advantage on the creature’s skill check chosen by the Hag depending on if they were trying to be helpful or hindering as long as they continue the whispers and they remain within range of the Hag.

In combat, this takes a bonus action to do and the creature gains disadvantage or advantage on the first attack roll or ability check they make on each of their turns due to being distracted or guided. The Dusk Hag can use this feature equal to half of their proficiency bonus rounded down, and it counts as concentrating on a spell and can last for up to one minute. This ability comes back on a long rest.

Dreamplane: The Dusk Hag can mark one creature that they can see or touch with a mental spike, the target creature must succeed on a charisma save versus the Dusk Hag’s spell DC. They can only mark one creature at a time and the creature has disadvantage on the save if the Dusk Hag either has personal information on them (Requiring two things such as, Name, Likes, Dislikes or things like Dreams and Desires), they regard the hag in a positive or trusting light or the Hag has one of their possessions. This allows them to enter into their dreams through a backdoor undetected and read their thoughts, dreams, and gain information, even causing them nightmares when they lay down to sleep. The Dusk Hag knows when the targeted creature goes to sleep. This can be removed by means of remove curse, requiring the caster to make a spell casting check against the Dusk Hag DC 10 + Spell Casting Modifier.

Green Hag

Called as such for their skin, Green Hags typically dwell within forests and swamps and are thought to be the most cunning of their kind. They have an empathic nature towards all living things. When turned towards evil, this empathy causes them to revel in cruelty, using their magic to infiltrate and maximize sorrow. When turned towards good, a green hag is a guardian of her domain and those within it, as misunderstood as any druid.

Ability Score Increase: The Green Hag gets +2 to Intelligence.

Size: The Green Hag is counted as a Medium Creature.

Guile of Scales: The Green Hag knows Draconic in addition the other languages

Invisible Passage: The hag magically turns invisible until she attacks or casts a spell, or until their concentration ends as if concentrating on a spell. While invisible, they leave no physical evidence of their passage, so they can be tracked only by magic. Any equipment she wears or carries is invisible with her. This ability can be used up their proficiency bonus rounded down as an action.

Foul Mimicry: The Green Hag can both mimic animal sounds and humanoid voices as well as create illusionary shadow figures that they can move as if a puppet. The shadow figures can be formed up to 60ft away and be moved up to 120ft away lasting for up to 10 minutes, this figure vanishes when it breaks line of sight with the hag. The hag can move while puppeting this figure. An investigation check versus the Green Hag’s Spell DC is required to reveal if it is real or not.

Sea Hag

The ugliest of all hags, the Sea Hag revels in her monstrous appearance. They tend to drape their watery lairs in bits of bone and the detritus of shipwrecks. Sailors sometimes petition them for knowledge and wisdom of the sea and nearby treasures. A sea hag turned towards evil might attempt to drown those unfortunate enough to cross their lairs, while others might attempt to warn sailors of nearby danger and coming storms.

Ability Score Increase: The Sea Hag gets +2 to Wisdom.

Size: The Sea Hag is counted as a Medium Creature.

Words in Waves: The Sea Hag knows Aquan in addition to her other languages

Amphibious Nature: The Sea Hag can breathe air and water and has a swim speed equal to their walk speed.

Horrifying Dredge: As an Action the Sea Hag parts the seaweed like hair from their eye, and stares deep into the eyes of a creature within 30ft of them, they must succeed on a wisdom save against their spell DC. On a failure the creature is paralyzed with fear and they become incapacitated until the beginning of their next turn and cannot move. This ability can be used equal to their proficiency bonus rounded down.

Hag Covens

When three Hags come together to form a coven they can perform the following rituals only when (a). They have formed a Coven with three Hags as the total coven count and (b). When the requirements for the rituals are met. If one hag dies or leaves the coven, these bonuses fade and can only be regained when a coven is reformed or made.

Rituals and Bonuses: When two or more hags in a coven are gathered together they gain access to the following rituals, each taking 10 minutes to cast as the hags spend time chanting and dancing as they combine their power. This means that spells that usually only allow a single caster the ability to interact with it (example in the case of divination) each participant of the ritual gains the insight or the ability to ask a question, however the total amount of question or interactions able to be made does not change.

Speak With Dead - At least two hags in the same coven chant over a body in order to compel it to speak. This functions the same as if casting the speak with dead spell.

Blighted or Blessed Ground - The hags curse or bless an area up to a radius equal to the average coven character level x 10 feet. Blighted land begins to whither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. Remove Curse will curse this blight, but only after a DC 16 Spellcasting check. Blessed land begins to thrive and flourish the following day, and over the next week all crops are doubled, and even ground that was unfertile begins to show signs of life. Blighted Ground negates Blessed Ground and vice versa.

The Hag’s Cauldron - This ritual requires all three hags in a coven to perform. They may cast the Scrying spell while standing around a cauldron. Once per day, while scrying on a creature or location in this way, each hag may cast the following spells upon that creature, or creatures if scrying on a location--Aid, Bless, Bane, Heroism, Beacon of Hope, & Suggestion. These spells are cast at their lowest possible level, unless a hag has the spell-casting or pact magic features, in which case she may expend a spell-slot of that level in order to upcast the spell. When it comes to scrying on a creature should they have to make a save, the Spell DC is of the coven member who started / took the lead in the ritual however all hags are counted as having cast the spell for the purposes of a failure or success.

Legend Lore - At least two hags of the same coven chant over the burning incense and strips of ivory to gain insight on a particular place, person, object or ect of some sort of legend or tale as the spell specifies. The information given, gained and needed is the same as the spell requires and specifies as well as other prerequisites and details of the spell.

Hag’s Eye - The Hag coven as a whole can craft a magic item called a hag eye in a ritual that requires all three of them, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.

A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.