Green Hag
5.5emedium fey, neutral evil
Defense
Proficiencies & Senses
Traits
Amphibious
The monster can breathe air and water.
Coven Magic
While within 30 feet of at least two hag allies, the monster 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 13): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The monster must finish a Long Rest before using this trait to cast that spell again.
Mimicry
The monster can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful Wisdom (Insight) check against DC 14.
Spellcasting
The monster casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 13, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version).
Actions
Multiattack
The monster makes two Claw attacks.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+4 slashing damage plus 1d6 poison damage.
Reference Text
Green hags are malevolent fey that dwell in forests, hills, and swamps. They use mimicry and illusion to deceive and torment others, and they form covens to gain greater magical power.