Green Hag

5.5e

medium fey, neutral evil

Challenge 3 (700 XP)

STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)

Defense

Armor Class 17 (Natural Armor)
Hit Points 82 (11d8+33)
Speed 30 ft., swim 30 ft.

Proficiencies & Senses

Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Languages Common, Elvish, Sylvan
Darkvision 60 ft.
Passive Perception 14

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.