Green Hag

Medium Fey

Armor Class 14

Hit Points 71 (11d8+22)

Speed walk +30

Challenge 3

STR
16
+3
DEX
14
+2
CON
14
+2
INT
14
+2
WIS
14
+2
CHA
16
+3

Saving Throws con +4, wis +4

Skills arcana +4, insight +4, stealth +4, deception +5, perception +4

Senses darkvision 60 ft., passive Perception 14

Languages Common, Draconic, Sylvan

Special Abilities

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas

Actions

Multiattack. The hag attacks with its claws and uses Hex.

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.

Hex (Gaze). A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:

1. Charm Hex. The target is charmed by the hag.

2. Fear Hex. The target is frightened of the hag.

3. Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.

4. Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.

Invisibility (2nd-Level; V, S, Concentration). The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open