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Author Notes and Credits ...... 4 Chapter 7: Potions of 54 Chapter 1: in General 7 Mutation Randomly Found Potions of Mutation ...... 54 Covens ...... 9 Mutation Potion Generator ...... 55 Cegilune ...... 11 Hag Tailor Made Potions of Mutation ...... 56 The Immortal Three ...... 12 Sister Sepia & The Burning Bright ...... 14 Chapter 8: Hag Weirds 58 Chapter 2: Hags Lairs 16 Known Hag Weirds ...... 58 Hag Lairs Near Civilization ...... 16 68 Herbalist Cottage or Shop ...... 17 Chapter 9: New Spells Large Active Graveyard ...... 18 Spell List ...... 70 Sewer or Dungeon ...... 18 Spell Descriptions ...... 71 Haunted House ...... 19 Hag Lairs in the Wilderness ...... 19 Chapter 10: Bestiary 81 Other Planes of Existence ...... 20 Creatures Statistics ...... 82 22 Hag, Auntie ...... 102 Chapter 3: Allies, Brutes, Hag, Grandmother ...... 109 Minions, Servants, and Slaves 124 Allies ...... 22 Appendix A: Nonplayer Brutes ...... 23 Characters Servants or Lair Guards ...... 24 Slaves ...... 24 Appendix B: Immortal Hags 131 26 Chapter 4: Hag Lair Trimmings Appendix C: Intoxicating and 136 Weird Garden ...... 26 Rotting Orchard ...... 26 Poisonous Plants Death Yard ...... 26 141 Shrine to Cegilune ...... 27 Appendix D: Dungeon Masters Plants ...... 27 and Hags Bloodthorn ...... 27 Blood Squash ...... 28 Inspiration 143 Carbuncle Cabbage ...... 28 Corpse Clover ...... 28 Corrupted Ring ...... 28 Fey Thyme ...... 29 Gluevine ...... 29 Hallow Tree ...... 30 Lemony Tree ...... 30 Magic Mushroom, Purple ...... 31 Spirit Funnel ...... 31 Tombstone Tree ...... 32 Triple Arched Portal ...... 32 Wailing Mandrake ...... 33 Chapter 5: Hag Gifts 35 Known Hag Gifts ...... 35 Chapter 6: Fingers 47 ConsequencesSample of Use and Display ...... 47 file Making a Witch Finger ...... 48 Witch Finger Descriptions ...... 49 Ravel Witch Finger ...... 51 Credits Lead Designer and Author: Daniel Chivers Graphic Designer and Layout: Marco Bertini Editing: Daniel Chivers Cover Art: "Witch," by Alexandr Leskinen https://www.artstation.com/leskinen-al, https://www.deviantart.com/alexandr-leskinen Internal Art: All art purchased and/or used with permission, by various artists to include: Bob Greyvenstein, Chris Beatrice, Clubgiudesign, Dan Chivers, Forrest Imel, Jacob E. Blackmon, Hopsy Graphic Art, Matt Forsyth Art, Mordalin, Nadine Ewing, PgmJanssen, Purple Duck Games, Shiroikuro, Sly Tiger Art Studio, Todor Hristov, Tyber Nexus, Xzaramon, pixaby.com, Patrick E. Pullen, Author Notes Jacob E. Blackmon. Daniel Comerci danielcomerci.com. This work greatly expands on the hag canon that already – Some artwork © 2015 Dean Spencer, used with exists in Dungeons & Dragons and also assumes that the permission. All rights reserved. Ricky Hershey, Empty reader has read or has access to the Manual and Room Studio. The Dungeon Masters Guild was used as Volo’s Guide to Monsters. source for some of the art. All art taken from there is I started work on this hag overhaul after I grew tired of the owned by Wizards of the Coast and is used with morally insipid hags and the idea that female creatures permission under the Community Content Agreement for can’t be and beautiful at the same time. Hag, in this the Dungeon Masters Guild. If I have forgotten to mention work, refers to the creature or listed in the an artist then it was not on purpose and I will gladly Monster Manual, and is not to be confused with the include their name on the next update. antiquated and disparaging term used for powerful and or Created with Homebrewery old women. Version: 25JUNE2020 There is no reason why evil can’t be hideous. There is no reason why evil must be hideous, or that good must be attractive. This idea led to the nightshade hag, a powerful, Real Evil and Evil complex, evil, and feminine creature that is comfortable wearing a hideous form or an attractive one. As I crafted General Warning this new hag I found myself changing and fleshing out The Complete Hag was originally called Malleus Maleficarum more and more of the hag canon and ecology. This small and Stringonomicon. I have changed the title out of respect project became a massive creature ecology that I want to for all women, men, children, heretics, malcontents, and share with the Dungeons and Dragons community. herbalists killed in the name of fear, ignorance, and power. The Complete Hag has been a labor of love, and I know The past cannot be changed, but it can be remembered. that some will hate it, some will see it as another creature The real Malleus Maleficarum, or “witch hammer,” to add to random encounter tables, some will use this to represents a very ugly time in human history. That book was flesh out their hag encounters, and some will love the used to justify the murders of at least 70,000 women. At dense background and lore. I do hope that you enjoy the center of this ugliness was a patriarchal society learning about more complex and complicated hags. threatened by educated, powerful, and willful women who You can skip to the parts that you want to look at could heal without the need for prayer or new gods. immediately because the table of contents is hyperlinked. If This Complete Hag, Stringlasonomicon, Malleus you see the compass… Maleficarum is separate from that human ugliness. Malleus Maleficarum means, “hag hammer.” Stringlasonomicon loosely means, “images in the name of hag.” Feel free to use whichever title you want, depending on the needs of your players. In this work you will read about everything that real witches are not. You will read about slavery, children being eaten, drugs, alcohol, self-mutilization as ritual, psychedelic Sampleplants, the corruption of nature, fileevery form of corruption imaginable and evil in general. You will read about all the terrible associated with a love potion. I use the monstrous to explore human evil. I hope that you see this as ...know that it is a button that will bring you back to the table of contents. a work of fiction. Start slow and see how things go. Please do not give this work to children.

THE COMPLETE HAG by Daniel Chivers 4 Sample file Hags in General

ag wants to turn world into biggest pimple. Hag Motivations. Besides the twisting of wholesome and beautiful things, a hag wants to possess truly evil or ugly objects, objects with attached to them, or young pretty girls to twist into hags. A hag can be baited or bargained with if they are presented with something truly unique, ugly, or beautiful. H What they do with these objects is not always obvious, but Badrip Ritesgud, kobold philosopher usually involves a dark ritual to Cegilune. Objects with souls and any sentient item has value to a hag and they will either offer a legitimate trade without General Information. Hags glorify the hideous and ugly strings attached or otherwise behave themselves if misshapen. They delight in exchanging power for a price, they don’t think they can take it outright. often taking advantage of the desperate or greedy. They Comely young girls less than 13 years of age are also of hold, feed, and slaughter children the way a farmer would value to a hag, for they will seek to corrupt them into a hag keep pigs or chickens. The hag has corrupted veneration of in waiting, using their twisted and vile parallel of the elders by naming older hags, auntie or grandma. Beauty is maternal instinct. turned ugly, sex is made horrifying, and even death is Hags are not all the same, and some welcome the rush of perverted by these evil creatures, called Evil Dark in the corrupting mortals, some can’t be bothered, and some just old ways. want to feel bones crunch between their teeth. Hags have They worship Cegilune using a path to moon magic, personalities as varied as humanoids. Lastly, if a hag can vastly different from how a hedge witch venerates the find a way to corrupt something, she will. Hags believe that natural world. A hedge witch asks, but a hag simply takes there is nothing so sacred that it cannot be corrupted. what she wants.

Sample file Age and Power. Hags become more powerful the older “infected with love.” they get. Auntie and Grandmother are titles reserved for Female children of hags are either hags in waiting or the truly nasty, old, and vile amongst the hags. There are forgotten depending on whether or not they are being also young hags, sometimes called feral hags, that are as coached into becoming hags. Male children are called hag erratic and violent as they are easy to destroy. Ferals are 13 spawn, and are easily confused for ogres. Male children are to 16 year-old humanoid females, who are in the final either abandoned at birth, experimented on, or given to stages of changing into a hag. If a young hag survives or is ogre tribes. Hags will never raise children on their own and properly protected and guided, then she turns into a hag on show no maternal instinct towards the male or female her 16th birthday and assumes her first hag form. children they have created. Those hags suspected of having or showing love for a child are quickly torn to pieces by their peers.

Hag Weaknesses. Most hags are very superstitious and will see meaning in many innocuous events. A DM can use this to allow weak characters to battle a stronger hag after they learn how to manipulate her superstitions or use it as a way to improve roleplaying between the characters and the hag. Hags are also deathly afraid of ever being accused of loving something or someone. This is seen as the ultimate betrayal amongst hags and those proven to be in love (infected by love is how hags say it) are hunted down and torn to shreds. Hags consider love as a type of contagious disease that needs to be eradicated before it spreads. Hags also tend to be very jealous of each other and clever characters can manipulate two hags, not in the same coven, to act against each other. But those who fail at this soon find they have two enemies instead of one. The hag sisterhood is twisted and filled with jealousy, but it is still a sisterhood.

Hag Superstitions. Hags are very prone to acquiring superstitions and believing a wide variety of items are lucky or unlucky depending on their own experiences. Besides whatever superstitions a hag acquires on her own there are some superstitions that affect most hags. Hags are afraid of any eclipses, seeing this as a time when Sister Sepia is at her strongest and Cegilune at her weakest. During an eclipse, most hags will lock themselves away in their lair refusing to greet guests or do business until after the eclipse has passed. Hags are likely to flee battle, even against weaker foes, if they are surprised by an eclipse.

Hag Reproduction. Contrary to rumors, hags do not reproduce by eating babies and then having their own. A hag will reproduce the old fashioned way and then replace a humanoid baby with her own. She will then eat the swapped baby to dispose of it. A hag can reproduce with just about any humanoid, goblinoid, or ogroid and generally choose a mate based on their bloodline or social and political power. Though most hags could take a mate by force, most will not. The reasons are varied but an old sylvan saying translates into, “there is no potion, no word, nor aphrodisiacSample like trickery!” file If a hag allows the partner to live, then she usually has an ulterior motive or values his bloodline’s power. Most humanoids and goblinoids will not mate with hags in their normal shape therefore most are tricked or agree only in exchange for power. Hags will rarely ever mate with the same creature more than once out of fear of being Hag magic that requires moonlight usually has a teal glow faced by a serious threat. This coven will only to it, and hags believe that red-orange or orange light increase the Challenge Rating of the encountered hags by weakens their connection to Cegilune. They often whisper +2, just as any hag coven would. amongst themselves that the servants and messengers of Night hags in this coven have the feature, Shared Sister Sepia use a unique form of light that drains them of Spellcasting, but their spellcasting will be different. A night all their power. Colors of light have no real effect on hag coven can collectively cast 3 of the following spells at gameplay but hags will universally express a dislike for 6th spell-level: orange and red-orange colored objects. 1st level: armor of Agathys Most hags are obsessed with geometry, numerology, and 2nd level: spider climb, suggestion astronomy (to track the cycles of the moon). They hate any 3rd level: dispel magic, hunger of Hadar, magic circle, number divisible by both three and two, such as six and tongues, woe and weal (new spell) twelve. They may make strange demands when bartering to 4th level: blight, dimension door ensure that nothing is in a group of such numbers or 5th level: dream, scrying otherwise act irrational when dealing with such numbers. 6th level: wail of the (new spell) Hags have very wild ideas about how planets move through A night hag coven can also cast, circle of death, once per the sky in ellipses, the sun is the center of the universe, etc. day without using up a spell slot. The collective spell DC is 12 + the hag’s Charisma modifier, and the spell attack bonus is 4 + the hag’s Hag Covens Charisma modifier. General Information. Hag covens are three hags that agree to work towards a common cause and share power. Most hag covens are temporary by immortal standards, only lasting a few decades before breaking apart due to infighting, paranoia, change, or boredom. Some covens are exceptions to this rule, especially if the hags are related. These covens are not held together by love and respect, but by blood bonds and power. There are also the rare hag covens that only meet in response to powerful threats and events. These covens can be compared to evil adventurer parties of three hags that come together, fight against something, and then immediately break apart once the threat has passed. As a general rule, a hag can only be a member of one coven per personal metamorphosis. Hag metamorphosis is explained in Volo’s Guide to Monsters. Hag covens will almost always lair together for as long as the coven exists.

Existing Coven Information. The Monster Manual and Volo’s Guide to Monsters both describe basic covens in detail. Most covens will resemble the covens mentioned in those previous books. Each hag in a coven will have Shared Spellcasting as long as they are within 30 feet of each other. Collectively the coven will have access to sigil stain and woe and weal (new spells) as ritual spells, 12 known spells, and the following 11-th level wizard spell slots: 1st level (4 slots): 2nd level (3 slots): 3rd level (3 slots): 4th level (3 slots): 5th level (2 slots): 6th level (1 slot): Known exceptions are a coven of night hags found in Hades, covens with an auntie, and covens with a grandmother hag.

Night Hag Coven. Three night hags, lairing in Hades, can form a specific coven to Cegilune, and their collective powersSample are closer to those of a warlock. Cegilune can only file provide power to three separate night hag covens. These three separate covens never work in concert and would have an impossible time getting along even if Cegilune was

PART 1 | HAGS IN GENERAL 9 Hags Lairs

eneral Information. A hag’s version of home and normal is the exact opposite of what Hag Lairs Near most humanoids would agree with. A hag could live in a normal looking cottage, but all Civilization the furniture inside might be made out of For the purpose of hag lairs, near to civilization means bone. She might live in a lighthouse on a within a few hours walk of a village, city, citadel, port, etc. Gbarren outcropping of rock, designed to Hags that lair a few weeks away from civilization are lairing bring boats against the rocks. Their gardens grow turnips in the wilderness. Most hags that lair near civilization will adjacent to toxic plants and vile things. Their orchards have be younger hags or those looking after hags in waiting or wonderful smelling trees bearing beautiful fruit, with some the forgotten. you can eat and some that will you, your children, Hags near civilization will do everything in their power to and grandchildren. Some hag lairs are open for business reduce their dark lair effects found in the Monster Manual. and some hag lairs are designed to kill anything foolish In a civilized setting this translates into a slow and steady enough to invade it. decline in property values, an increase in criminal activity, A party of adventurers deciding to track and attempt to stray animals may go feral and or rabid, minor diseases kill a hag in her home should be prepared for a layered and might always seem to begin their spread in the general frightening defense. Assuming they live, they will forever area, etc. A hag knows this will happen so they tend to shudder about the horrors and utter strangeness they make their lairs in parts of civilization where these things witnessed. are already happening like slums, garbage dumps, sewage Hag lairs are generally categorized in two varieties. outlets, or lower class living areas. Lairs near civilization There are those hags that lair near civilization and those have no regional effects (see Volo’s Guide to Monsters) that lair far away. unless the hag is lairing in an openly evil civilization, monsters are free to move openly, or the hag has given up all pretense of hiding.

Sample file A hag operating near civilization is usually not an auntie or There are a few components that a hag just simply can’t grandmother, and will be up to some of the following keep on hand and she will have to risk trips into the deep mischief: Looking after an unknown forgotten, tempting wilderness to find these things. Hags will tend to have less desperate females onto a path that eventually turns them powerful minions this close to civilization, because it is into hags, eating children that won’t be missed, spying for a always easier for a hag to hide herself, than hide the three more powerful hag, waiting for moments to manipulate hill giants that are convinced that she is a goddess. good creatures down darker paths, or see any other twisted plan carried out. Sometimes a hag will actually be looking Herbalist Cottage or Shop to hire adventurers to gather hard to find components. She Many hags operating near civilization use the classic will be very careful in doing so, and attempt to trade favors, herbalist shop with a dark back room as their lair. In that instead of valuables whenever possible. cottage they will train apprentices and look out for Benefits of Lairing Near Civilization. A hag near potential victims that will not be missed or who are already civilization has more access to creature comforts, alcohol, outcasts. This cottage needs to be large enough to be drugs, conversation with powerful and evil humanoids, sectioned into two distinct areas and needs to have a bored children, potential victims, slaves, and access to finished basement. merchants and adventurers who can gather certain hard to The front of the cottage will usually be where one to find things. Hags will ally themselves with organized evil three young humanoid female apprentice herbalists depending on their situation and what they might gain from (commoners) run a well stocked herbalist shop. There is a it. This can sometimes be as simple as providing a thieves good chance that at least one of the apprentices is either a guild with a steady supply of poison in exchange for forgotten or a hag in waiting that is being groomed by the protection or a spy network that will alert the hag if hag who is nudging her down a dark path that will turn her adventurers come calling. into a young hag. The front of the cottage will be well stocked and respected for selling elixirs that actually work. Dangers of Lairing Near Civilization. A hag knows that The apprentices have instructions to look out for any the chances of attracting negative attention while operating strange requests, desperate people, or overtly evil near civilization are much higher than if she had made a shoppers. lair in the middle of the swamp. A passing just If the apprentices believe that "granny" is not in danger might realize how evil the herbalist’s hut is or adventurers they will send targets into the backroom. In the back, the may be hired to figure out where Sally the milk maid ran hag will usually take on the appearance of an old loving off to, or they might poke their noses into other shady grandmother. The hag may have poisons, drugs, scrolls, or occurrences. A more subtle danger to hags is their reduced various magic items for sale in the back room. She will options when it to protecting their lair. An herbalist hide the truly vile items in the basement. The cottage will cottage is normal in a village, but a two acre orchard of have a very robust kitchen with at least two stoves and a permanently rotting fruit will immediately draw negative fireplace. attention.

Sample file The hag will be very careful to not leave any humanoid The hag’s lair entrance will then be concealed with debris, bones scattered about, unless they are in her basement. illusions, or other magic. The hag will either have The cottage basement will be where the hag can rest in arrangements with a guardian or use traps to keep out her own horrid skin, decorate like she wants to, or unwanted visitors and night critters. Hags have even been commune with vile creatures. The door to the basement known to share their lairs with leucrotta, monsters will be hidden to some degree and trapped with magic if described in Volo’s Guide to Monsters. possible. In the basement the hag will keep a few minions Since most hags in that do not require constant upkeep (snakes, large beetles, an active graveyard giant spiders, , etc.). The hag will arrange the are experimenting or basement with furniture or boxes to reduce an invader’s dealing with foul ability to surround her. A well established hag may have an experiments, their escape tunnel leading out of the village, but this is one largest room tends more access point that has to be trapped and warded. If the to resemble the hag maintains a weird garden it will have to be fungi and workshops of a other things that require no sunlight to grow. She could mad genius. A hag possibly also have a very small death yard in the basement. fighting in her A hag who has been successful at this cottage will have workshop will have access to more conventional magic items and potions any number of foul depending on how many merchants, evil guilds, substances to throw at adventurers, etc. she has traded with. intruders as well as at least one escape route. Because of her location, this hag is more likely to have Large Active Graveyard undead servants or creatures that eat carrion. The larger cities tend to have large poorly patrolled graveyards. A hag lairing here will have less trouble hiding dark lair effects but may have more competition with other Sewer or Dungeon creatures for space. A hag will either take over a large This is usually the lair of choice for a hag that wants to lair sepulchre or remove the contents of a grave, using it as a under a large city. The sewers allow her to abduct a child in secret entrance for a series of caves or other underground one section, dispose of its bones in another, and lair well areas. The reasons for lairing in a graveyard are many but away from both. A very clever hag might be able to link a include harvesting spirit berries, researching death and sewer lair to a storefront that acts as an apothecary, undeath, or just satiating a fascination with death. Hags herbalist, or minor magic item shop. The sewer offers the that lair in graveyards tend to not entertain mortals at all. most protection against dark lair effects being detected, They will have a well stocked death yard which is easily especially if the hag has access to the deepest corners of a concealed in a graveyard. sewer.

Sample file D12 Brutes 9 Barghest (CR 4) 10 Helmed Horror (CR 4) 11 Wood Woad (CR 5) 12 Banderhobb (CR 5) 13 Balgura or Barbed Devil (CR 5) 14 Catoblepas (CR 5) 15 Cyclops (CR 6) 16 Chasme Demon (CR 6) 17 Stone Giant (CR 7) 18 Evil Cloud Giant (CR 9) 19 Iron Maw (CR 10) 20 Froghemoth (CR 10) Minions Minions are used by a hag either for supervised labor, messaging, tormenting slaves, scouting, or support to brutes if the hag is expecting or starting serious trouble. Minions usually serve out of fear of either the brutes or the hag herself.

Hag Lair Minions D12 Minion 0 Sea Spawn (CR 1) 1 Awakened Shrub (CR 0) 2 (CR ¼) 3 Blight, Vine (CR ½) 4 Orc (CR ½) 5 Bugbear (CR 1) 6 Harpy (CR 1) 7 Quiller (CR 1) 8 or Ghasts (CR 1-2) Brutes 9 Gargoyle (CR 2) 10 Ettercap (CR 2) Brutes are kept near a lair to either intimidate potential clients, act as muscle, or to conduct patrols of the area. A 11 Intellect Devourer (CR2) brute usually serves out of its own evil desire to be around 12 Werewolf (CR 3) something powerful, or need of money and violence. 13 Evil (CR 3) Hag Lair Brutes 14 Wight (CR 3) D12 Brutes 15 Uridezu Demon (CR 3) 0 Merrow (CR 2) 16 Doppelganger (CR 3) 1 (CR 1) 17 Collective Cranium Rats 2 Bandit Captain (CR 2) - Cranium Rat Swarm (CR 5) 3SampleMeenlock (CR 2) 18 Invisible Stalker (CR 6)file 4 Redcap (CR 3) 19 Evil Mage (CR 6) 5 Wight (CR 3) 20 Oni (CR 7) 6 Slithering Tracker (CR 3) Use swarm of cranium rats if you do not have access to 7 Displacer Beast (CR 3) Collective Cranium Rats: 8 Girallon (CR 4) https://www.dmsguild.com/product/287948.

PART 3 | ALLIES 23 Spirit Berry Potion, Hag, Rare Willfully eating this berry is an evil act. This berry has a thick crust that resembles hard pearlescent brown sugar or pale chocolate. It is slightly larger than a blueberry. This berry can only be identified by a hag, or with a successful DC 15 Intelligence (Nature) check. Spirit berries are grown on supernatural plants near graveyards or other areas frequented by weak spirits. The ones listed here have a trapped and weak spirit contained within them and eating a spirit berry destroys the trapped . When held, the spirit berry feels cold and any creature, not immune to fear, will have to make a DC 8 Wisdom saving throw to overcome their natural revulsion if they want to eat one of these berries. If placed in the mouth, the berry starts making horrible whimpering sounds that only the user can hear. This may cause madness or horror. Anyone who has ever eaten a spirit berry before, and hags, are immune to this effect. If a creature succeeds at eating a spirit berry then the results depend on their alignment if they are not a hag:

Hags. Hags are affected by a bless spell for 4d10 minutes, and all attacks originating in the Ethereal Plane have disadvantage against the hag. The hag also recovers 25 Spell Pudding (2d12 + 12) hit points worth of damage. Potion or Scroll, Hag, Very Rare Good. Good aligned creatures who eat spirit berries take A creature might negotiate with a hag, but the magical 19 (2d12 + 6) poison damage, or half damage if they make effect will have to be stored for later use or the hag will not a DC 10 Constitution saving throw. They gain the ability to have the target that requires her “magical attention” see into the Ethereal Plane for 10 minutes. nearby. In such cases a hag will cook a thick pudding in one of her smaller cauldrons, and often goes to great lengths to Neutral. Neutral aligned creatures who eat spirit berries make it appealing and tasty. Through a process only hags will gain the ability to see into the Ethereal Plane for 10 understand, and often taking days to accomplish, a hag will minutes. be able to transform a magical potion or scroll into a spell Evil. Evil aligned creatures who eat spirit berries will pudding. Often these dishes are literally puddings, but they recover 12 (1d12 + 6) hit points worth of damage and gain can theoretically be any edible meal, like a cake, roast pig, the ability to see into the Ethereal Plane for 3d10 minutes. pie, etc. The hag will then have the meal delivered to whoever A creature that eats another spirit berry before any of the purchased her assistance. Unless the hag is frightened of effects have worn off from the first one will not gain any the purchaser or otherwise obligated to not, as the hag additional benefits. They will have to make a DC 14 saying goes, “put twists into the pudding,” there will likely Constitution save or have their maximum hit points be a hidden cost or consequence. This consequence reduced by 19 (2d12 + 6) until they recover after a long usually has a loophole that will likely bring the target, the rest. This penalty will affect evil creatures and hags. victim, or both, back to the hag to negotiate further.

Spell Pudding Spell Pudding was inspired and adapted from SampleRefinnej, the Brave’s hag foodfile submission.

PART 5 | HAG GIFTS 45 Potions of Mutation

he young hunters see what Javier can do with his alligator like skin and iron claws, but they forget about the other three volunteers who took a mutation potion and died horribly. I decree that all potions of mutation are to be destroyed immediately! TWe will not lose another hunter to random chance!

Daniel Popescu, Witch Hunter Grandmaster (Interim)

General Information. Hags seem to be the only ones able to make a specific potion of mutation that is not completely random in its results; a hag can even be persuaded to make a tailor-made potion of mutation. The randomly discovered potions of mutation, thankfully very rare, create uncontrollable and often dangerous mutations. Randomly Found Potions of Mutation Consequences. These bottles tend to be very old and filled with a dark viscous liquid. lore or even wish will not predict the outcome of drinking these. A hag cannot identify the effects of a potion of mutation that she did not make herself. Drinking these potions causes a mutation to slowly take Those who fail their first saving throw gain 2 levels of effect within the drinker over the course of three days. Mutation Exhaustion, the poisoned condition until the When a creature drinks a random potion of mutation the mutation runs its course, and they gain the incapacitated DM consults the mutation table in order to determine the condition for 10 (3d6) hours. overall Constitution saving throw DCs that will be needed These potions function as both, and as long as the potion from day 0 to day 2. Once the DM has determined the DC can work it's dark changes as either a poison or a disease, of the mutation, then the day 0 effects begin. the drinker will still face consequences. Those drinkers who are immune to both poison and disease gain, or risk, nothing by drinking the potion. Mutation Exhaustion Anyone succeeding on a DC 18 Wisdom (Medicine) check while trying to discover the drinker’s ailment will This mechanic was used as a means to have a understand that the character is mutating and not dying of creature die from exhaustion on the third day if poison or disease. The only thing that will stop the they fail three Constitution saving throws. mutation at this stage is a heal or wish spell. The DM needs Mutation exhaustion can only be cured by enduring the mutation process, heal, or wish to keep track of failed vs. succeeded saving throws. spells. Curing mutation exhaustion also cancels the mutation process if it has not run its course. Day 1 (24 Hours After) The person who drank the potion of mutation makes another Constitution saving throw vs. the DC of the mutation. Same results for success or failure as Day 0, above. Day 0 (Potion is Consumed) When a creature drinks a potion of mutation, they make a Constitution saving throw vs. the DC of the mutation found Day 2 (48 Hours After) SampleThe person who drank the potionfile of mutation makes a on the Potion of Mutation Results Table. third and final Constitution saving throw vs. the DC of the Anyone who succeeds on the first saving throw is still mutation. If at any point they get to Mutation Exhaustion conscious but gains a level of Mutation Exhaustion as they level 6 then the drinker dies a twisted and horrible death, shake and convulse. The drinker also gains the poisoned often becoming unrecognizable as their body bubbles and condition and it lasts until the mutation has run its course bends for another few minutes after death. (see Day 3).

PART 7 | POTION OF MUTATIONS 54 Day 3 (72 Hours After) Potion of Mutation Results Table The person is now mutated, at maximum hit points, and d100 DC Result mutation exhaustion is set at zero. Resolve the mutation. If the person attempts to mutate again then they go through 01- -1 Gain vulnerability to poison. Gain immunity 02 to intoxication. the same process but any failed Constitution saving throw results in immediate death. 03- -1 Gain disadvantage on disease saving throws. 04 Gain immunity to intoxication. 05- -1 Mutate in a way that doesn’t affect 10 game statistics at all. 11 +3 +4 to an ability (see next table). 12- +2 +2 to an ability (see next table). 13 14- +1 +1d3 to an ability (see next table). 15 16- -1 -1d3 to an ability (see next table). 20 21- +1 -1d4 to an ability (see next table), but gain 25 a random feat (DM can choose). 26- +1 Gain proficiency in a random skill that you 27 don’t already have proficiency with. 28- +1 Gain proficiency in a random ability (see 30 next table) saving throw that you are not already proficient with. 31- +1 +1 natural armor (does not stack with armor). 34 35- +1 +1 natural armor (does not stack with armor). 50 51- +1 +1 bonus to initiative rolls. -1 to an ability 55 (see next table). Mutation Potion Generator 56- +1 -1 penalty to initiative rolls. +1 to an ability General Information. To determine what mutation is 60 (see next table). created by a potion of mutation, the DM rolls a d20. If the 61- +2 Take an extra action once per day. You are result is 1, then the potion is also a very potent poison that 75 sterile. forces an additional DC 20 Constitution saving throw 76- +0 Take an extra action once per day. You are during day 0, or the drinker takes 32 (5d12) poison 77 sterile. damage. 78 +1 Take an extra action once per day. You are The DM then rolls 2d4. The resulting number sterile. determines the number of times the DM rolls on the Results Table, to the right. The same exact result cannot be 79- +1 ** -1 Size category (-2 Strength, gained more than once unless it comes from a different 85 +2 Dexterity). Gain 1d8 permanent hit points. This increase is Hit Dice, so result row. For example, if you roll 26 and 27, you must Constitution bonus applies. reroll one of them. If you roll 26 then 30 those two effects do stack because they are in different rows. The DCs 86- +1 ** +1 Size category (+2 Strength, associated with trying to survive a mutation start at 10, but 90 -2 Dexterity). Gain 1d8 permanent hit points. This increase is Hit Dice, so Constitution the overall minimum after calculations must be at least 13. bonus applies. The mutation becomes a permanent feature of the creature drinking the potion of mutation (if they survive) after 72 91- +1 *** Speed +5 ft. hours. Note that mutations can change the character’s 93 maximum score on an ability. 94- +1 *** Speed -5 ft. 96 97 +2 Gain the Alert Feat, potion has no more effects (stop rolling on this table). You are Samplesterile. file 98 +2 Gain Immunity to Disease. You are Sterile. 99 +2 Gain Resistance to Poison damage. 100 +2 Gain the Alert Feat, potion has no more effects (stop rolling on this table). The bramble man is old, powerful magic, that is hard to detect. Anyone traveling astrally or ethereally will see a golden thread stretching from the sleeper in the general direction of the hag. This line will end after roughly 60 feet. Identify will not reveal a bramble man, but a legend lore spell, may, depending on the DM. Dispel magic has no effect on a bramble man, but if cast on the target while sleeping will only work to clear the target’s dream, but if, on the second night they are within range of the bramble man, they will begin to dream the hag’s programmed dream again. A remove curse spell, if cast upon the sleeper or the bramble man will only turn it off until the hag can reset it again.

Corpse Candle Wondrous item, Weird, Rare Corpse candles appear to be large simple tallow candles that are impossible to light. Their wicks only burn with a blue flame once they have captured a soul. A hag will make a corpse candle after rendering the fat of humanoids and performing other profane rights. Once it is completed a hag will usually carry the candle with her in anticipation of capturing a soul with it. If she either kills or is nearby a sentient creature when it dies, she has three minutes to place the candle next to the recently deceased. The hag that created the bramble man will either leave it She then concentrates and the soul is captured by the to be found or find a way to gift it or deposit it near her candle. If she is not interrupted, then the candle wick will target. be lit by a bright blue flame. The candle will continue to slowly burn over the course of three hours and if the light is Children. If the target is a child, then the child’s dreams stoppered or blown out then the soul escapes. Hags will will be filled with various pleasant that give very use these lit candles to make special offerings at an altar or accurate instructions on how to escape their guardians and shrine to cegilune or to trade with night hags, , or sneak their way into a location decided by the hag. After a devils. This weird has only one effect on gameplay other week the child will start to show signs of exhaustion and than to completely destroy the soul and prevent raise dead unless watched or guarded in some way will attempt to or resurrection from being able to bring the target back to follow the guidance given in the dreams. A child will life. usually explain the dream or otherwise not resist if caught While carrying a lit corpse candle, a hag has advantage in the act of escape. Any spells or effects that prevent bad on all of her saving throws. A hag will still avoid combat if dreams, evil, or mind-influencing effects will block the possible, because a lit corpse candle can easily be bramble man from invading their dreams. If the bramble stoppered, freeing the soul and rendering the candle inert man is destroyed or moved more than 120 feet from the and useless. What benefit a hag receives from the goddess child then the effect ends and the hag will have to acquire Cegilune after successfully making an offering is up to the the bramble man again and spend time and resources in DM. order to reset it.

Adults. If the target is an adult, then the first adult to claim ’s Cane the treasure as theirs will have vivid dreams. The adult’s Rod, Weird, Legendary dreams will be filled with pleasant fantasies involving Croning wands and crone canes can come in a wide variety hidden treasure, erotic rendevous, fullfillment of dark of shapes and sizes. This particular weird is vastly more fantasies, or anything else that could convinve an adult to powerful than a wand used in rituals. This crone’s cane is sneak away in the middle of the night, alone. incredibly rare because it can only be made by a Each morning the adult must make a DC 10 Intelligence grandmother hag in the presence of an avatar of Cegilune. saving throw or become obsessed with following the A crone’s cane made in such a manner becomes a very instructions in the dream, having decided that the treasure powerful hag weird that can be as simple or ornamental as is real. The target will be aware that they are having the the hag that created it. sameSample repetitive dream but it will not affect short or long A crone’s cane functions as a clubfile +2, if wielded in rests or otherwise impair them. This effect ends if a dispel combat. If the crone’s cane strikes a living target then it magic or dispel evil and good is cast on the target. This must make a DC 16 Constitution saving throw or rapidly effect ends if the target is more than a mile away from the age 14 (4d6) years. Those that fail this saving throw have bramble man. If this happens, the hag will attempt to their maximum hit points reduced by 5 (1d10). The lost age reacquire the bramble man in order to reset it, just like can be recovered by a remove curse or greater restoration. above.

PART 8 | HAG WEIRDS 60 The hag can choose to cast the spell on a target that she successfully hits with her claws or hands. If the spell is not used after an hour then the spell dissipates. This weird can only be used to store a spell once per moonrise. This weird also increases the hag’s claw attack damage by 3 (1d6) necrotic damage if the target is in moonlight. Any creature, other than a hag, foolish enough to put these on will find themselves stuck fast to the nearest surface. They will be unable to move until they take the hatred bracelets off or succeed on a DC 15 Strength (Athletics) ability check. This check must be made each turn if the wearer wishes to move. If the wearer fails the check then they gain the restrained condition and can attempt another check at the beginning of their next turn.

fashioned into a head of the loveless and given to the accuser as a reward for betraying her sister’s terrible secret (or crafting a lie the accused couldn’t discount). The head of the loveless is a perfectly preserved hag’s head with sewn shut eyes, mouth, and neck. In order to be used the hag must, as an action, hold the head up high and verbally shout, “love is a disease!” The stitches on the head of the loveless will stretch and every creature within 60 feet must make a DC 15 Charisma saving throw or take 21 (6d6) psychic damage as the head screams in agony, or half as much on a success.

Maiden Hands Wondrous Item, Weird, Legendary These thin leather gloves are fingerless to allow a hag the use of her nails in combat. These gloves are crafted using the skin off of a female humanoid's hands. Even right after crafting, they appear completely grey as if all the color was drained from them. A hag that wears these gloves can cast alter self as a bonus action, to transform into the form of the female humanoid that the maiden hands were fashioned from. A hag can also choose to only alter the appearance of her Source hands, which hags have been known to to as a sick joke or as a sort of fashion statement. Hatred Bracelets was inspired and adapted from A hag that is expecting battle can use the maiden hands William Alexander’s weird bracelets submission. to increase the damage that her nails or claws inflict, but if she does so then they cannot be used in the alter self fashion until the next twilight. A hag that uses the maiden hands in this fashion has her nails or claws take on a Head of the Loveless mother-of-pearl sheen. Each nail or claw attack made by the hag inflicts an additional 3 (1d6) slashing damage. Wondrous item, Weird, Legendary Any creature, other than a hag, that wears the maiden The worst punishment for a hag, short of being carried hands will polymorphy into the dead female humanoid’s away Sampleto the Burning Bright, is to be caught, tried, and found form until a remove curse is castfile upon them. guilty for being in love. Such trials are rare, because it requires a neutral coven to determine guilt, and if the accused can prove she is not in love, then the accuser loses Moon Choker Wondrous item, Weird, Very Rare a hand or is torn to shreds depending on how the trial went. If the accused is found guilty then she is restrained These black leather and gold chokers are very elaborate and her head is ripped from her body. The head is then and difficult for a hag to make. This hag weird will not

PART 8 | HAG WEIRDS 63 Spell Descriptions The spells are presented in alphabetical order. Grotesque Statistics To create your own grotesque, choose the more Aberrate powerful creature as the base creature, then 2nd-level (hag) transmutation combine their Str and Con bonus modifiers into a new ability (Str 15 and Str 13 have the bonuses Casting Time: 3 minutes +2 and +1. When combined you need a stat that Range: 15 feet gives a +3: either Str 16 or Str 17). Combine Con Components: V, S, M (large pregnant herbivore, such as an the same way and use the worst ability choice for cow, horse, or ox, which is ritually killed) Dex, Int, Wis, and Chr. Then take creative license Duration: 24 hours with the rest. The combined creature should be +1 CR of whichever creature was strongest. The This spell can only be cast in moonlight. A hag will cast this grotesque in the bestiary was created using these spell on two of her minions or slaves who must be guidelines. restrained, willing, or otherwise forced to keep within five feet of the sacrifice during the duration of the casting of aberrate. A hag will sometimes cast this on a captive as a form of punishment or short-term curse, as was seen in the story of Prince Vilhelm “Drippy” whose womanizing and Beauty’s Burden carousing convinced his third wife to make a deal with the 1st-level (hag) enchantment hag Broomhill; she captured Vilhelm and turned him into a Casting Time: 1 reaction, which the hag takes when a foe grotesque mix of human and boar for a day. succeeds on a Charisma saving throw When this spell is cast, two creatures no larger than Range: 60 feet Medium in size merge together to create a grotesque Components: S creature as hideous as it is violent and deadly. An example Duration: 1 minute of a bugbear and ettercap transformed into a grotesque can be found in the bestiary. Any two Medium sized When a hag casts this spell, her eyes will briefly flash with a creatures can be turned into a grotesque by using the spell gray light and one of her hands will make a slashing motion aberrate. towards the foe that succeeded on a Charisma saving throw. The target must make a Wisdom saving throw or have disadvantage on any Charisma saving throws caused by the hag that cast this spell. This disadvantage penalty will continue up to a minute, as long as the hag that cast beauty’s burden remains within 60 feet of the target. This duration does not require concentration. After the target fails a Charisma saving throw, this spell effect is removed.

Brightburn 2nd-level evocation Casting Time: 1 action Range: 90 feet Components: S Duration: Instantaneous

This spell will only work if the target is illuminated by moonlight. This spell cannot be cast by a hag. This spell will function underwater. When you cast this spell, a target within range begins to burn by the very moonlight they are standing in and must make a Dexterity saving throw. It takes 10 (4d4) fire damage on a failed save, or half as much damage on a successful one. A target that is concentrating, that fails its saving throw against brightburn, fails its concentration check also. SampleIf the target is a hag, then it takesfile necrotic damage instead of fire damage and the hag is vulnerable to the damage from this spell regardless of any natural or magical resistances she has. The flames will be a dark sepia color if a hag is being burned. No known cleric has ever successfully prayed for access

PART 9 | NEW SPELLS 71 Raven in Moonlight Sigil Stain Divination cantrip (hag) 4th-level (hag) abjuration Casting Time: 1 minute Casting Time: 1 minute Range: Self Range: 30 feet Components: V, M (a raven’s eye) Components: V, S, M (3 quarts of congealed blood and a Duration: Concentration, up to 10 minutes young humanoid that are consumed during spellcasting) Duration: Until dispelled, triggered, or 1 year A hag that uses this cantrip can see terrain and Huge sized creatures, as if viewed from above, within five hundred feet, This spell is available to every hag coven, if cast using the but only if the moon is visible to the hag. She either uses rules for ritual magic found in chapter 10 of the Player’s this cantrip for navigation when the moon is out and Handbook. Individual hags could also have access to this visible, or as a way to view the immediate area around her spell. lair. This sight is not focused enough to be used for scrying The hag casts this spell, inscribing a sigil based on their or any spells or effects that can be cast remotely by sight. sigil wheel, on any surface within range. If the sigil is concealed in any way it is dispelled. Clever adventurers will Ray of Exhaustion sometimes toss a blanket or cloak over a sigil stain to 2nd-level necromancy destroy it. This has led many a hag coven to cast their stains upon the ceiling. Casting Time: 1 action The hag decides what triggers the magic contained in Range: 90 feet the inscribed sigil. The sigil cannot see invisible creatures Components: V, S but does have a passive Perception equal to 10 + the hag’s Duration: Instantaneous Charisma bonus. Most hags will keep the triggering rules You crook a finger and point it at a target and a bright red simple; when an object moves or if a living creature gets ray is fired towards them. Make a ranged spell attack within 10 feet of another object, etc. The hag that creates against the target. On a hit, it takes 7 (2d6) poison damage the sigil will always mention that the hags in the coven and must make a Constitution saving throw or gain 1 level cannot trigger the sigil’s magic. of exhaustion. A target that has gained a level of exhaustion Once triggered, the sigil stain will target the nearest from this spell is immune to ray of exhaustion for an hour. target with one of the following spells:

d12 Random Triggered Spell 1 stinking cloud 2 bestow curse 3 dispel magic 4 slow 5 arcane eye 6 command 7 fog cloud 8 bane 9 entangle 10 sleep 11 wind wall 12 spike growth

Each spell is cast at the 4th spell-level and uses the spell DC and spell attack score of the hag that made the sigil. Any spell that affects more than one target decides targets randomly. Once triggered, a sigil stain quickly turns to Sampleblack dust and blows away with filethe slightest breeze. Ice Walk. The bheur hag can move across and climb icy Alien Mind. If the bloodthorn’s thoughts are telepathically surfaces without needing to make an ability check. or otherwise read, then the reader must make a DC 13 Additionally, difficult terrain composed of ice or snow Charisma saving throw or gain a random temporary doesn’t cost her extra movement. madness. They are immune to psychic damage.

Innate Spellcasting. The bheur hag’s innate spellcasting Immobile. Bloodthorns cannot move and fail all dexterity ability is Charisma (spell save DC 14, +6 to hit with spell saving throws. Bloodthorns can take no action that attacks). She can innately cast the following spells as a requires movement speed. 11th-level spellcaster: Rooted. The bloodthorns roots will slowly burrow into At will: hold person, oblivious technique, part clouds, ray anything except for enchanted metals and adamantine. of frost, raven in moonlight This gives the bloodthorn advantage on saving throws and 3/day each: cone of cold, hag stream, ice storm, mooneye, skill contests against any ability, skill, or spell that attempts wall of ice to move a bloodthorn or cause it to be prone. 1/day each: control weather, pass without trace (only in snow and ice), woe and weal Actions Multiattack. The bloodthorn attacks four times with its Actions thorn branches. It will focus all of its attacks on the largest Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) Thorn Branch. Melee Weapon Attack: +6, reach 10 ft., one cold damage. target. Hit: 5 (1d4 + 3) piercing damage. A creature hit by a Maddening Feast. The bheur hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movements, which are erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.

Bheur Hags are discussed in detail in Volo’s Guide to Monsters. Bloodthorn Large plant, neutral evil

Armor Class 15 (natural armor) Hit Points 59 (9d10 + 9) Speed --

STR DEX CON INT WIS CHA 15 (+2) 17 (+3) 13 (+1) 5 (-3) 9 (-1) 7 (-2)

Saving Throws Con +4 Skills Athletics +5, Perception +2 Damage Resistance bludgeoning, piercing, and slashing; cold, fire, lightning DamageSample Immunities psychic file Senses tremorsense 30 ft., passive Perception 12 Languages -- Challenge 4 (1,100 XP)

PART 10 | BESTIARY 84 Forgotten look and act like a female humanoids of their father’s race, with most having no idea who their true mother is. Some forgotten have been known to become powerful druids, sorcerers, or warlocks: some of which then become nightshade hags. Some forgotten are created by hags on purpose: just in secret. Some hags hate a grandmother so much that they begin to breed with male humanoids with the sole intent of creating a few forgotten. They give birth in secret and leave the child with humanoids as normal. If a hag is caught or suspected of creating forgotten on purpose then she is captured alive and brutally tortured to death by a grandmother hag. The risk is worth it for desperate or insane hags who are willing to wait hundreds of years for their vengeance.

Forgotten as Players and NPCs Forgotten are assigned the following racial statistics: +1 Charisma ability bonus and a -1 Strength ability penalty. They live up to 200 years with the option of becoming a hag and living until destroyed. Forgotten can be of any alignment but more than half eventually turn to evil. Their height and weight are determined by their humanoid form. They have darkvision 30 ft. (if their humanoid form has better darkvision, then use that distance). Forgotten have proficiency in both Arcana and Nature. They gain Forgotten the racial traits of the father as well as the Medium humanoid (female), any forgotten traits. As an example, a forgotten elf has all of the elven racial traits and the forgotten traits (+2 Dexterity, +1 Charisma, -1 Strength, Armor Class 11 darkvision 60’, keen sense, fey ancestry, and Hit Points 11 (2d8 + 2) trance). Most forgotten are fascinated by and Speed 30 ft. eventually learn the Sylvan language.

STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 12 (+1) 13 (+1) 14 (+2) 14 (+2) Golem, Maggot Medium construct, unaligned Skills Arcana +3, Nature +4, Persuasion +4 Senses darkvision 30 ft., passive Perception 12 Languages Common, Draconic, Sylvan Armor Class 11 Challenge ⅛ (25 XP) Hit Points 78 (12d8 + 24) Speed 20 ft. Actions STR DEX CON INT WIS CHA Quarterstaff.. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage. 18 (+4) 13 (+1) 15 (+2) 2 (-4) 2 (-4) 11 (+0)

Forgotten can be created when the female children of hags Damage Immunities poison, psychic, radiant; piercing and turn 13 without any hag supervision or . Even slashing from nonmagical attacks being neglected, a female child of a hag can still turn into a Damage Vulnerability necrotic youngSample hag roughly half of the time. Condition Immunities blinded, file charmed, deafened, Forgotten are immediately killed if a grandmother hag exhaustion, frightened, paralyzed, petrified, poisoned, ever discovers them. If they are allowed to grow into restrained nightshade hags, they will disrupt the usual balance of Senses blindsight 30 ft., passive Perception 6 power and force a conflict with an established grandmother Languages understands the languages of its creator but hag over leadership. can’t speak

PART 10 | BESTIARY 87 At will: thorn whip (appears as a knotted length of kelp) 1/day each: chum, hag stream. Disease (Quiller’s Revenge) This disease is a nastier version of gangrene and Actions it can be contracted if a quiller’s barbed quill is not removed from its victim in less than an hour. Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one Each hour that a barbed quill is in a victim the target. Hit: 10 (2d6 + 3) slashing damage victim must make a DC 12 Constitution saving Death Glare. The sea hag targets one frightened creature throw or become infected with Quiller’s she can see within 30 feet of her. If the target can see the Revenge. This disease will incubate for 2d4 hag, it must succeed on a DC 11 Wisdom saving throw or hours and then the wound will start to puss and ooze blood, causing 1d6 poison damage each be reduced to 0 hit points. day and disadvantage on all Constitution saving Illusionary Appearance. The sea hag covers herself and throws until the disease is cured. Each new day anything she is carrying with a magical illusion that makes the victim can attempt a DC 12 Constitution her look like an ugly creature of her general size and saving throw to not take poison damage. If the victim makes two successful saving throws in a humanoid shape. The effect ends if the hag takes a bonus row then the disease is cured naturally. This action to end it or if she dies. disease can also be cured by magical and other The changes wrought by this effect fail to hold up to normal means. physical inspection. For example, the sea hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) checks to discern that the hag is Sea Hag disguised. Medium fey, any evil

Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 16 (+3) 12 (+1) 16 (+3) 13 (+1)

Skills Survival +3 Senses darkvision 60 ft., passive Perception 11 Languages Aquan, Common, Giant, Sylvan Challenge 2 (450 XP)

Amphibious. The sea hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours. Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn,Sample a creature that averts its eyes has disadvantage file on attack rolls against the hag.

Innate Spellcasting. The sea hag’s innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). She can innately cast the following spells as a 3rd- level spellcaster:

PART 10 | BESTIARY 94 Everything) meeting area that all hags can go to to negotiate, make demands, trade, etc. without fear of their fellow hags. Moonlight of Cegilune. While Auntie Wyrdling is in her Auntie Wyrdling’s lair is the one place that Nightshades lair, at night, she is illuminated by a 30-foot-tall, 10-foot- and Grandmother hags can be encountered together wide column of dim moonlight that dispells all magic without an immediate bloodbath starting. Auntie Wyrdling effects that enter the light unless cast by a creature of the is the closest thing to a high priest of Cegilune that has fey type or a creature of challenge rating 21 or higher. This ever existed for hags. light functions through solid objects like the ceiling of her lair. This light has no effect on instantaneous spells like fireball, magic missile, etc., but would dispel a spell with a duration like stoneskin or protection from evil and good. Cegilune can speak no lie or use her deception or stealth skills while affected by this moonlight column. Actions Claws. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusionary Appearance. Auntie wyrdling has lost this power after her resurrection.

Invisible Passage. Auntie Wyrdling has lost this power after her resurrection.

Purge (1/Day). Auntie Wyrdling dispels all illusion spells and effects in her entire lair. This power will also pull anything in the Ethereal into the Material Plane unless the target makes a DC 18 Charisma saving throw. Every spell in her lair is also dispelled if it is 7th-level or lower in power. Creatures that can alter their form using features must assume their true form unless they make a DC 18 Charisma saving throw.

Auntie Wyrdling is barely five feet tall: short for a green hag. Her hair is an unkempt mess of brown and silver that is haphazardly chopped off at the shoulders and unadorned. She is obsessed with all multiples of three and the rule of three (see Volo’s Guide to Everything) in general. Auntie Wyrdling rarely leaves her lair now and spends most of her time being consulted by other hags or rearranging her lair in an attempt to “achieve the perfect ratio.” What she means by this is unknown and she doesn’t bother explaining it, even to other hags. Auntie Wyrdling is removed from the normal power hierarchy and struggles of hag society. She seems to be immune to the manipulations associated with hag life and is universally respected by all hags. This respect is a direct result of her being chosen and resurrected by Cegilune, and would end immediately if she lost her chosen status. Her lair is well hidden from civilization and any incursion to slay her would meet a combined and tenacious resistance from all the nearby hags. Night Hag, Auntie Blue Whisper, as this hag was once known as, was always odd, Lips even by hag standards. She was slain by a cadre of Medium fiend, lawful evil in a grandmother’s convoluted plot to destroy Whisper after it was discovered that Whisper was creating forgotten. The grandmother lost control of the paladins and they Armor Class 17 (natural armor) SampleHit Points 167 (20d8 + 60) file eventually ended up slaying the grandmother before finally dying in the swamp. A year and a day after Whisper’s death Speed 30 ft., fly 60 ft. (wings of flying) she was resurrected as Auntie Wyrdling by an unknown agent of Cegilune, and she is now considered untouchable STR DEX CON INT WIS CHA by all but truly suicidal hags. Auntie Wyrdling's lair functions as a neutral 21 (+5) 15 (+2) 16 (+3) 17 (+3) 14 (+2) 17 (+3)

PART 10 | BESTIARY 106 Saving Throws Str +10, Dex +7, Con +8, Int +7, Wis +8, counterspell, hellish rebuke, hex, hunger of hadar, greater Chr +8 invisibility, spider climb Skills Arcana +7, Deception +8, Insight +7, Medicine +8, Nature +7, Perception +7, Stealth +7 Actions Damage Resistance cold, fire; piercing, bludgeoning, and Claws (Hag Form Only). Melee Weapon Attack: +10 to hit, slashing from non magical attacks not made with silvered reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage. weapons Condition Immunities charmed Thirsting Blade. (“Wocky” only). Auntie Blue Lips makes Senses darkvision 60 ft., passive Perception 17 two attacks with her club: Melee Weapon Attack: +12 to hit, Languages Abyssal, Common, Infernal, Primordial, Sylvan reach 5ft., one target. Hit: 10 (1d6 + 7) bludgeoning Challenge 8 (3,900 XP) damage (see Magic Item Use).

Change Shape. Auntie Blue Lips magically polymorphs Exposure to Planar Energies. Auntie Blue Lips has lived into a Small or Medium female humanoid, or back into her and worked out of Sigil for at least two hundred years. She true form. Her statistics are the same in each form. Any is considered one of the “plane touched” by the residents equipment she is wearing or carrying isn’t transformed. there. Her exposure to planar energies has caused the She reverts to her true form when she dies. following: Her mind has expanded (Int is now 17) and her Etherealness. Auntie Blue Lips magically enters the repeated trips to the Quasi-elemental Plane of Mineral has Ethereal Plane from the Material Plane, or vice versa. To hardened her skin, giving her Adaptation (4/piercing). do so, the hag must have a heartstone in her possession. Innate Spellcasting. Auntie Blue Lips’ innate spellcasting Without one she must rely on plane shift. ability is Charisma (spell save DC 15, +7 to hit with spell Auntie Haunting (1/Day). While on the attacks). She can innately cast the following spells as a 9th- Ethereal Plane, Auntie Blue Lips magically touches a level spellcaster: sleeping humanoid on the Material Plane. A protection At will: detect magic, magic missile, oblivious technique, from evil and good or magic circle spell prevent this. As part clouds, raven in moonlight long as the contact persists, the target has dreadful visions. 3/day each: waste-not hook If these visions last for at least 1 hour, the target gains no 2/day each: hag stream, plane shift (self only), ray of benefit from its rest, and its hit point maximum is reduced exhaustion, sleep by 11 (2d10). If this effect reduces the target’s hit point 1/day each: dream eater, face off, teal the grey maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag’s soul bag. The reduction to the Magic Item Use. Aunties usually have d3 + 1 rare magic target’s hit point maximum lasts until removed by the items that are useful and understood by the hag. This greater restoration spell, similar magic, or the night hag auntie has the following magic items: dies. "wocky" club +2. Hit targets must make a DC 15 Constitution saving throw or begin to turn to stone. On a failed saving throw they are restrained. This saving throw Reactions must be repeated on their next turn if the target failed the Misty Escape. As a reaction, Auntie Blue Lips can vanish first saving throw. On a success the effect ends, on a failure in a puff of mist. She is invisible and teleported up to 60 the victim is petrified. She also wears a belt of hill giant feet away. She is invisible until the start of her next turn. strength (reflected in her stats) and wings of flying that turn into enormous dragonfly wings when used. Auntie Blue Lips is a very successful night hag that is comfortable moving between planes in the multiverse. She Magic Resistance. Auntie Blue Lips has advantage on is not a member of any coven because she can’t be saving throws against spells and other magical effects. bothered. She owns multiple shops and rarely haunts (Variant) Weird Magic Items. An auntie hag may have 1 dreams anymore, preferring to deal in larva, soul coins, or 2 hag gifts or hag weirds. These can be anything the DM gems, or magic items. Her main lair is in Sigil and she is dreams up, come from any other source the DM has access very well known as a being that can procure anything. to, or chosen from Chapters 5 and 8. This may increase the Auntie Blue Lips has very dense and rough purple skin hag’s CR. and lips like any other night hag and she refuses to explain her name to anyone. Her enchanted club, “wocky,” is one of (Variant) Witch Finger Use. Auntie hags usually have at her prized possessions that she claims to have swindled least one Witch Finger, usually of rare or better quality. from a kobold demigod. It looks like the petrified leg of a This may increase the hag’s CR. humanoid lizard, covered in pink misshapen knobs. Her enchanted belt appears to be a rusty link of chains, and she Warlock (Charisma) Spellcasting. Auntie Blue Lips casts Samplerarely ever takes that off. She willfile deal with anyone who spells as a 7th-level warlock (spell DC 15, +7 to hit with can pay her prices and is more likely to honor a bargain to spell attacks). She knows the following warlock spells: the letter than her fellow sisters. Her warlock patron is Cantrips (at will): eldritch blast (300 ft. range, two attacks, rumored to be a power that resides in the Quasi-elemental 1d10 + 3 force damage), prestidigitation, true strike Plane of Mineral; she abandoned Cegilune long ago. 1st - 5th level (2 4th-level slots): cloud of daggers, Auntie Blue Lips has a four-story shop with a two-story

PART 10 | BESTIARY 107 A hag can only have as many hags in waiting equal to her Charisma ability score bonus plus two. As an example, the Nightshade Hag Template average sea hag has a Charisma bonus of +1 so she can (Attach 10 to 20 levels of Sorcerer, Druid, or Warlock) only train three hags in waiting at a time. Medium fey, lawful evil

Armor Class 17 (natural armor) Hit Points 96 (12d8 + 36) Speed 30 ft.

STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 16 (+3) 14 (+2) 14 (+2) 16 (+3)

Skills Arcana +5, Nature +5, Persuasion +6 Saving Throws proficient in all Senses darkvision 60 ft., passive perception 16 Languages Common, Draconic, Sylvan, Infernal Challenge Template can only be added to 10 character levels, making them CR 15

Amphibious. This hag can breathe air and water.

Cantrip Versatility. Nightshade hags can select cantrips from the Druid, Sorcerer, or Warlock spell lists.

Combined Proficiency. Nightshade hags have a combined proficiency with their spellcasting class. Add 3 to the proficiency bonus given to their class. Assuming the Nightshade Hag was a 10th-level spellcaster, then the nightshade hag’s proficiency will be 7 as a minimum.

Inevitable Will. Nightshade hags, in their hag form, have advantage on any Charisma skill contests and saving throws if they can see the creature responsible for the effect or spell they are attempting to resist.

Magic Resistance. Nightshade hags have advantage on saving throws against spells and magical effects.

Skill Advantage. Nightshade hags have advantage on all Arcana and Nature skill checks.

Spellcasting (as level 10+ class). Nightshade hags casts spells as their spellcasting class. Actions Claws (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 8 (2d6 + 1) slashing damage. This assumes that Dexterity is higher than Strength.

Change Shape. Nightshade hags can magically polymorph into their pre-hag transformation form and back again as a bonus action. Nightshade hags can cast spells in either form.

Gaze Attack (1/Day). As a bonus action, a nightshade hag Samplecan gaze attack one sentient creaturefile within 60 ft. of her. This gaze attack is resolved as a Charisma contest. If the target fails then the target gains the paralyzed condition for 3 (1d4 + 1) rounds. The target is not allowed a saving throw to remove the paralyzed condition but the paralysis will end if the nightshade hag moves more than 60 ft. away Longshot (1/Day). A swanmay can make one attack with Swanmay Ranger her longbow up to a range of 800 feet without range Medium female humanoid, any good disadvantage. If she hits an evil creature then the hit does triple damage 28 (3d8 + 15) piercing damage.

Armor Class 18 (studded leather) Horde Breaker. A swanmay may attack a third time with Hit Points 90 (12d10 + 24) either her shortsword or longbow against a creature within Speed 30 ft. 5 ft. of her previously attacked target.

Volley. A swanmay, as an action, can attack all creatures STR DEX CON INT WIS CHA within the same 10 ft. radius circle with her longbow as 12 (+1) 20 (+5) 14 (+2) 13 (+1) 15 (+2) 13 (+1) long as she has ammo.

Saving Throws Str +4, Dex +8, Chr +4 Skills Animal Handling +8, Medicine +5, Nature +4, Perception +6, Survival +5 Senses passive Perception 17 Languages Common, Druidic, Elven, Goblin, Sylvan Challenge 8 (3,900 XP)

Animal Empathy. A swanmay has double proficiency in animal handling (included in stats).

Archery. A swanmay gains a +2 bonus to attack rolls with ranged weapons (included in stats).

Escape the Horde. Attacks of opportunity against the swanmay are made at a disadvantage.

Hide in Plain Sight. After one minute of preparation and if not moving a swanmay get a +10 bonus to their Dexterity (Stealth) checks.

Land’s Stride. A swanmay can move through nonmagical difficult terrain with no movement penalty.

Magic Resistance. A swanmay has advantage on saving throws to resist spells and other magical effects.

Spellcasting. The swanmay is a 12th-level ranger. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). She has the following ranger spells prepared:

1st level (4 slots): cure wounds, ensnaring strike 2nd level (3 slots): darkvision, silence 3rd level (3 slots): lightning bolt, protection from energy, speak with plants Actions Multiattack. A swanmay can attack twice with her short sword or twice with her longbow.

Magic Weapons. A swanmay’s attacks are magical.

Shifting Swan. A swanmay, as a bonus action, can assume the form of a swan or that of her humanoid form. Any equipmentSample carried by the swanmay is also shifted. She file can shift up to four times per day.

Shortsword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 5) piercing damage.

Longbow. Ranged Weapon Attack: +10, range 150/600 ft., one target. Hit: 9 (1d8 + 5).

APPENDIX A 126 Reliable Talent. Ability checks rolls of 9 or lower are now 10s.

Keen Hearing and Smell. Volywn has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Magic Resistance. Volywn has advantage on saving throws against spells and other magical effects.

Magic Weapons. Volywn's attacks are magical . Total Atheism. Volwyn cannot be raised from the dead by any known means. Her soul evaporates when she dies.

Total Atheism. Volwyn cannot be raised from the dead by any known means. Her soul evaporates when she dies.

Magic Items. Volwyn has the following magic items that can be used in elf form. Studded leather +2 of poison resistance, “You Can’t Take the Moon From Me” longbow +1, +3 if the user can see the moon or is in moonlight. This weapon is so black that it reflects no light at all, but any arrow fired from it illuminates a 20-foot-radius sphere with bright teal light for 2d4 rounds after it hits or misses its intended target. Volwyn has 31 arrows +1 of silence (target struck must make a DC 13 Dexterity saving throw or be silenced, per the spell silence). Actions (Elf Form) Longbow. Ranged Weapon Attack: +12 (+14 moonlight), range 150/600 ft., one target. Hit: 10 (1d8 + 6) piercing damage.

Cunning Action. Dash, Disengage, Hide, and Thieves' Tools are bonus actions.

Shapechanger. Volwyn can shapechange, as an action, into her hybrid, cat, or elf form. Reactions Uncanny Dodge. Volwyn takes half damage from one attack if she can see the attacker.

Evasion. All Dexterity saving throws for half damage are half on a fail and no damage on success.

Quick Shot. Volway can use her reaction and attack a creature she can see with her longbow as long as they are within 30 feet of her. She cannot use sneak attack with quick shot.

Volwyn Haggutter is a catwere that has hated hags for over six hundred years. When asked why, she gets angry and defensive for she no longer remembers. She gets more and more bitter as the years press on. This bitterness makes her take unnecessary risks or causes her to stay in cat form for months. She is currently hunting a particularly nasty annis hag with the hopes that they will kill each other. When she goes on a drinking binge she begins to think aboutSample not wearing any armor on her next hunt to ensure file she gets what she wants. She longs to return to her fellow catweres but fears they will remind her about what she has forgotten. She has not seen another catwere in over fifty years and is beginning to wonder if she is the last one left alive. Appendix B: Immortal Hags

Amphibious. Cegilune’s avatar can breathe air and water.

Innate Spellcasting. This avatar’s innate spellcasting ability is Charisma (spell DC 19, +11 to hit with spell attacks). She can innately cast the following spells without material components:

At will: arcane eye, augury, beauty’s burden, bestow curse, charm person, entangle, hag stream, speak with animals, moonbeam, part clouds, pass without trace, raven in moonlight, waterwalk. 3/day each: call lightning, cloudkill, dispel magic, fear, freedom of movement, stoneskin, teal the grey, transport via plants, woe and weal. 2/day each: conjure fey, insect plague, plane shift, plant growth, waste-not hook. 1/day each: aberrate, antimagic field, banishment, dream eater, feeblemind, foresight, , heal, moon eye, sigil stain, time stop, wind walk.

Madness Gaze. If a creature starts its turn within 30 feet of the avatar and the two of them can see each other, then the avatar can force the creature to make a DC 21 Charisma saving throw or take 32 (5d12) psychic damage and gain a random short-term madness for 1d10 minutes. A creature that isn’t surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can’t see the avatar until the start of its next turn, when it can avert its eyes again. If it looks at the avatar in the meantime, it must immediately make the saving throw. The avatar is immune to its own gaze.

Magic Resistance. Cegilune’s avatar has advantage on saving throws against spells and other magical effects.

Magic Weapons. The avatar’s attacks are magical. Avatar of Cegilune Actions Medium fiend, neutral evil Multiattack. This avatar attacks twice with its claws. Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one Armor Class 17 (natural armor) target. Hit: 16 (3d8 + 3) slashing damage and 14 (4d6) Hit Points 135 (18d8 + 54) necrotic damage. Speed 30 ft., swim 30 ft. Call Moonlight. Ranged Spell Attack: +11, range 300 ft., all targets illuminated by moonlight. Hit: 26 (4d12) radiant STR DEX CON INT WIS CHA damage. A hit target must make a DC 18 Charisma saving throw or be confused as the confuse spell. This confusion 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 20 (+5) lasts 1d3 turns and a confused target can reattempt their saving throw at the end of their round: success removes the Saving Throws Int +9, Wis +9, Chr +11 confused effect. Any creature that has saved against this Skills Arcana +9, Insight +9, Medicine +9, Nature +9, confused effect is immune to call moonlight’s confuse effect Perception +9, Persuasion +11 for the next year and a day. Damage Immunities cold, necrotic, poison, radiant; Destroy Clouds 1/Day. At night, the avatar can evaporate bludgeoning, piercing, and slashing from non magical Sampleenough clouds to fully illuminate file a quarter-mile radius attacks around her in moonlight for the next ten minutes. Condition Immunities exhaustion, poisoned Senses darkvision 120 ft., truesight 50 ft., passive Triple Form Rejuvenation. This avatar has the same Perception 19 abilities and statistics in either of her three forms. She can, Languages All as an action, change her form into either a young Challenge 20 (25,000 XP)

APPENDIX B 131 her enemies she will flee immediately, leaving behind other Clever Tacticians hags or even her lair. If she can fight underwater she will, Annis Hags. This hag is the most likely to rush into battle and most characters will be at a disadvantage if they follow and use raw force to win. That being said she understands her under the water. She loves to use chum before battle if that most characters are stronger than peasants and that she is expecting underwater invaders, but the spell is the four in the front in full plate mail will be difficult to kill. useless to her during combat. If surprised, an annis will usually attempt to kill the weakest (least armored) target in one round. If she cannot she will attempt to flee, regroup, and fight the characters at Combination a time and place of her choosing. This hag is the least likely This is simply a combination of everything. If the hag is to use magic in battle, but also the most likely to have a few your “end boss,” or a recurring source of evil and horror giants or other heavy melee types she can call on for help. then you will need to plan out how the hag will survive the characters in order to even have a second encounter. If we Bheur Hags. This hag is the most likely to rely on magic to are being honest, most characters behave like entitled win a battle. This hag will usually rely on pure damage psychopaths. In this instance you should give her a few hag output spells and they tend to not bother with subtly or weirds, a witch finger, and a magical item or two. Also charms. Whenever possible this hag will attempt to use a generate or create her allies, brutes, minions, etc. so that cold environment against the characters. Characters all you know everything she has at her disposal. One of the suffering from an exhaustion level of one will have serious easiest ways to keep the hag alive during a campaign is to problems fighting a bheur hag. She prefers to fight on ice have her be a necessity that the characters can’t kill right or heavy snow to take advantage of her Ice Walk feature. away. She may be the only one who remembers a Bheur hags will likely flee once they realize all or most of command word or the insane demi-god’s True Name. Make the characters are immune or resistant to cold damage. her continued existence necessary. Green Hags. Green hags can breathe air and water. They will use this to their advantage whenever possible. One of their favorite tactics when fighting powerful adventurers is to ambush them while hiding in deep water. If she can drag a spellcaster under the water and finish them off there, then she will do so. If she is followed into water she will try and slow pursuit with still water. Green hags want to split up adventurers or pick them off one at a time. This hag is the most likely to use illusions, trickery, and ambushes to win a battle. Green hags are patient and quick to use Invisible Passage to flee and regroup if a tactic is not working.

Night Hags. Night hags will often be the most dangerous hags that characters have to deal with outside of grandmothers or nightshades. If a night hag is ambushed and is facing foes she doesn’t expect to dispatch quickly, she will flee to the Ethereal to watch and observe the characters. At a time of her choosing she will then attack the characters or, if she is patient, begin to use Nightmare Haunting or dream eater against them. If your campaign has horror or terror rules then a night hag is the most likely to use horror and terror against the characters unless she is pressed for time. When all else fails, a night hag is not above using plane shift to escape a very determined foe.

Nightshade Hags. Nightshades are so rare that they should never be encountered randomly or added to wilderness encounter tables. Those that survive are incredibly powerful and surrounded by allies and minions that should be able to kill most adventurers before she is forced into battle.

Sea Hags. Sea hags are the weakest of the hags and they knowSample it. They prefer to only ambush single targets but if file they must face more than one enemy at a time they will attempt to approach them using Illusionary Appearance to either gather information or to surprise as many of them as possible when she uses Horrific Appearance followed by Death Glare. If this tactic does not work to greatly weaken

APPENDIX D 142