Monster
Hag of the Fetid Gaze
Outside your table’s allowed sources
Official reference · CM · 2014
- Creature type
- Fey
- Size
- Medium
- Armor class
- 17 (natural armor)
- Hit points
- 82 (11d8 + 33)
- Speed
- Walk 30 ft.
- Challenge rating
- 3
- Alignment
- Neutral Evil
- Strength
- 18
- Dexterity
- 12
- Constitution
- 16
- Intelligence
- 13
- Wisdom
- 14
- Charisma
- 14
- Passive Perception
- 14
- Skills
- arcana: +3; deception: +4; perception: +4; stealth: +3
- Senses
- darkvision 60 ft.
- Languages
- Common, Draconic, Sylvan
Traits
Amphibious
The hag can breathe air and water.
Mimicry
The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claws
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance
The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage
The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Innate Spellcasting
The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Shared Spellcasting (Coven Only)
While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
Spell slots: 1: slots: 4; spells: charm person, witch bolt; 2: slots: 3; spells: alter self, suggestion; 3: slots: 3; spells: dispel magic, glyph of warding, slow; 4: slots: 3; spells: blight, polymorph; 5: slots: 2; spells: dominate person, seeming; 6: slots: 1; spells: Otto's irresistible dance
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.