rpg—rules

monster

Green Hag

Medium Fey, Neutral Evil

Armor Class
17
Hit Points
82 (11d8 + 33)
Challenge rating
3
CHA
14 (+2)
CON
16 (+3)
DEX
12 (+1)
INT
13 (+1)
STR
18 (+4)
WIS
14 (+2)

Medium Fey, Neutral Evil

AC 17 · Initiative +1 (11)

HP 82 (11d8 + 33)

Speed 30 ft., Swim 30 ft.

Ability Score Mod Save
Str 18 +4 +4
Dex 12 +1 +1
Con 16 +3 +3
Int 13 +1 +1
Wis 14 +2 +2
Cha 14 +2 +2

Skills Arcana +5, Deception +4, Perception +4, Stealth +3

Senses Darkvision 60 ft.; Passive Perception 14

Languages Common, Elvish, Sylvan

CR 3 (XP 700; PB +2)

Traits

Amphibious. The hag can breathe air and water.

Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.

Actions

Multiattack. The hag makes two Claw attacks.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.

Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):

Source · SRD 5.2.1 · page 295