D&D 5E, New Hags
D&D 5E, New Hags
D&D 5E, New Hags
GENTLE HAG
Medium Fey, Typically Chaotic Neutral
Fey Clarity. The gentle hag is immune to spells from the school of
Enchantment.
Joyous Loyalty. When a creature attacks the gentle hag, any creature
charmed by her that is within 5 feet of either the gentle hag or the
creature attacking her can use their reaction to become the target of the
attack, instead of the gentle hag.
ACTIONS
Painful Glamor. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit:
11 (2d6 + 4) psychic damage. This spell attack does one additional point
of damage for each creature charmed by the gentle hag that is within
120 feet of her when she makes the attack.
Gentle Charm. The gentle hag brings forth a sense of simple and pure
happiness in a creature of her choice within 30 feet of the hag. The
creature must make a DC 15 Wisdom saving throw or be charmed by the
gentle hag. This effect lasts until the creature’s hit points are reduced to
0 or the gentle hag dies. The creature can repeat their saving throw at
the end of each of their turns, ending the effect on a success. For each
saving throw the creature fails, the save DC for the effect increases by
one unless the creature has taken any damage since their last turn.
Gentle Push. The gentle hag chooses a creature that is charmed by her.
That creature gains 5 (1d10) temporary hit points, and during its next
turn, the creature can make one additional weapon attack if it takes the
Attack action.
COVEN ACTIONS
These actions can only be taken if the gentle hag is part of a hag coven. A
hag coven consists of three hags working together.
Siphon Joy (Coven Only). The hag coven sacrifices the life force of one of
their charmed thralls to heal their wounds. As an action, a hag of the
coven siphons the joy from one of the creatures charmed by any of the
coven’s hags. The other two hags must immediately use their reaction
for this ability to work. The target must succeed on a DC 15 Constitution
saving throw or take force damage equal to half of their maximum hit
points, and the three hags are each healed by a third of that number,
rounded down. If the creature has been charmed by any of the hags for
more than 24 hours, they have disadvantage on the saving throw.
Gentle Gaze (Coven Only). A coven of gentle hags can craft a magic item
called a Gentle Gaze, which is made from beautiful gemstones fashioned
into the shape of a translucent eye and often fitted to jewelry, such as a
necklace or ring. Anyone in possession of a Gentle Gaze can use an
action and touch the magical item to see through it. The Gentle Gaze
reveals the deepest desire of whatever creature it is currently pointing
towards, provided it has one.
A gentle hag coven can make as many Gentle Gazes as they please,
provided they have the material components and can perform the ritual
needed in its creation. The ritual takes 1 hour and consumes gemstones,
perfumes, incense, and aromatic herbs worth a total of 10,000 gold
pieces. During the ritual, if the hags take any action other than
performing the ritual, they lose the materials involved in the ritual and
must start over.
In order for this encounter to work, the hag needs minions that she has previously charmed; the
gentle hag is not made to be run as a solo monster. We strongly suggest you select a stat block
for the gentle hag’s charmed thralls in advance, for example, the stat block of a guard could do
the trick. You can further customize the difficulty of this encounter when choosing the CR of the
thralls.
The difficulty of this battle can change a lot depending on the party. A party with many elves or
half-elves, who are resistant to charm, or clerics or other classes proficient in wisdom saving
throws, will have an easier time not falling for the charm of the hag. Be mindful of party
composition when planning this encounter.
You can also influence the difficulty and the length of the battle by choosing when to make the
gentle hag use her Summon Happiness action. For an easier, shorter fight, the players may find
her alone and she can use it during the first turn of battle, making it impossible to use again later
on during the fight. Conversely, for a harder and longer battle, the players may confront her
when she’s already surrounded with her charmed followers, allowing her to summon even more
allies later on in the fight.
Lastly, additional coven actions have been added in case you wish to make your players fight a
coven of gentle hags. This encounter’s difficulty would be much higher, since a hag coven
consists of three hags working together to take down the party.
Haunt Hag
HAUNT HAG
Medium Fey, Typically Neutral Evil
Eye for Horror. When a creature enters the haunt hag’s lair, the haunt
hag instantly knows their deepest fears.
ACTIONS
Multiaction. The haunt hag uses any two of her actions.
Touch of Horror. Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit:
13 (2d8 + 4) necrotic damage. If the haunt hag makes this attack while
unseen by the target, it does an additional 4 (1d8) damage.
Hands of Horror. Ranged Spell Attack: +7 to hit, range 60 ft., one target.
Hit: 9 (1d10 + 4) necrotic damage.
See Fear. The hag reaches into the mind of a creature to find out what
they fear most. The target must make a Charisma (Deception) check
against the haunt hag’s Wisdom (Insight) check. On a failure, the hag
learns that creature’s darkest fears.
Embody Fear. The haunt hag selects one creature she can see and
transforms herself into what it fears most. She must already know that
creature’s darkest fears for this ability to work. While in this form, she
has advantage on all attacks against the creature and the creature is
frightened of the haunt hag. The haunt hag reverts to her original form
at the end of her next turn.
LAIR ACTIONS
On initiative count 20 (losing initiative ties), the haunt hag takes a lair action
to cause one of the following effects; the haunt hag can’t use the same effect
two rounds in a row:
House of Horrors. The haunt hag’s lair takes on the illusory appearance
of a location that embodies the fears of one of the creatures currently
present in the lair. The haunt hag must already know that creature’s
darkest fears for this ability to work. The creature is frightened of the
haunt hag, their speed is reduced to 0, and attacks against that creature
have advantage. The lair reverts to its original appearance when the
haunt hag uses another lair action.
Hide and Seek. The haunt hag teleports to an unoccupied space within
60 feet of her that is within the lair. This movement does not trigger
attacks of opportunity, and the haunt hag can immediately take the Hide
action.
Lights Out. The lair is completely filled with magical darkness. The
magical darkness dissipates once the haunt hag uses another lair action.
We strongly recommend going over safety tools prior to this encounter so that all players can
have a good time at the table.
This encounter is also perfect to deepen the party members’ bonds, as they learn about each
other’s fears and help each other overcome them. Be sure to allow space during the battle for
the players to explore and describe how their characters are reacting to the Haunt Hag’s tricks.
The addition of Lair Actions increases the difficulty of this encounter because of simple action
economy. Be mindful of this when planning for encounter design and balance.
The Haunt Hag has several ways to keep mobile on the battlefield and avoid enemy attacks, but
if you feel like your party might make quick work of her, you can add some minions to keep the
action economy more balanced.