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Green hag

Green Hag
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Appearance: Green Hags are hideous creatures, resembling grotesque versions of elderly women. Their skin is a sickly shade of green, marred with warts, boils, and blemishes. Their long, tangled hair hangs in greasy clumps around their hunched forms, and their eyes gleam with a sinister intelligence. Despite their repulsive appearance, they possess a twisted beauty that can beguile the unwary.

Behavior: Green Hags are cunning and malevolent beings, delighting in the suffering of others. They are skilled manipulators and often use their powers of illusion to deceive and ensnare their victims. While they are capable of physical combat, they prefer to rely on trickery and deception to achieve their goals. Green Hags are solitary creatures, rarely forming alliances with others of their kind, and they are fiercely territorial, defending their marshy domains with deadly force.

Habitat: Green Hags are most commonly found in swamps, marshes, and other damp, boggy environments. They are adept at blending into their surroundings, using their knowledge of the terrain to their advantage. Their lairs are often hidden deep within the marshlands, concealed by thick foliage and murky waters. Here, they perform dark rituals and concoct foul potions, surrounded by the fetid stench of decay.

Modus Operandi: The modus operandi of a Green Hag revolves around deception and manipulation. They use their powers of illusion to lure unsuspecting travelers into their clutches, often posing as kindly old women or lost travelers themselves. Once they have gained their victim’s trust, they reveal their true nature and subject them to all manner of torment and suffering. Green Hags are particularly fond of capturing children, whom they use as ingredients in their vile potions and spells.

Motivation: The motivation of a Green Hag is driven by a desire for power and sustenance. They feed on the fear and suffering of others, drawing strength from their misery. They are also driven by a deep-seated hatred for humanity, stemming from their own feelings of isolation and rejection. Green Hags will stop at nothing to achieve their goals, using whatever means necessary to ensure their continued survival and dominance in their marshy domains.


  • Green Hag 5e
  • Green Hag 3.5
Green Hag
My Images (midjourney.com)

Medium Fey, Neutral Evil

Armor Class: 17 (natural armor)

Hit Points: 82 (15d8 + 15)

Speed: 30 ft., swim 30 ft.


STRDEXCONINTWISCHA
12 (+1)14 (+2)13 (+1)14 (+2)11 (+0)16 (+3)

Skills: Deception +7, Insight +4, Perception +4, Stealth +5

Damage Resistances: bludgeoning, piercing, and slashing from nonmagical attacks

Senses: darkvision 60 ft., passive Perception 14

Languages: Common, Sylvan

Challenge: 3 (700 XP)


Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

  • At will: dancing lights, minor illusion, vicious mockery
  • 1/day each: detect magic, disguise self, sleep

False Appearance. While the hag remains motionless and isn’t flying, it is indistinguishable from a pile of swamp debris.

Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven consists of three hags of any type, although green hags are the most common. When all three members of a coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:

  • 1st-level (4 slots): identify, ray of sickness
  • 2nd-level (3 slots): hold person, locate object
  • 3rd-level (3 slots): bestow curse, counterspell

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 1) slashing damage.

Illusory Appearance (Recharge 5-6). The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn’t transformed. She reverts to her true form if she dies.

Enthralling Gaze (Recharge 5-6). The hag targets one creature she can see within 30 feet of her. If the target can see the hag, the target must succeed on a DC 13 Wisdom saving throw against this magic or be charmed by the hag. The charmed target regards the hag as a trusted friend to be heeded and protected. Although the target isn’t under the hag’s control, it takes the hag’s requests or actions in the most favorable way it can, and it is a willing target for the hag’s Magic Resistance. Each time the hag or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success.

Reactions

Enticing Whisper. When a creature within 30 feet of the hag makes an attack roll against it, the hag can use its reaction to whisper an enticing promise, distracting the attacker and imposing disadvantage on the attack roll.

Green hag
Bronzino, Angelo (AKA Agnolo Bronzino, Angelo di Cosimo) Venus, Cupid, Folly and Time (detail) [Allegory of the Triumph of Venus] Year 1540-1545

These have a sickly green complexion with dark, tangled hair that looks almost like a twisted vine. They prefer to attack on moonless nights. Green hags are found in desolate swamps and dark forests. A green hag is about the same height and weight as a female human.

Terrifying crones known to haunt foul swamps and tangled forests, green hags harbor an intense hatred for all beauty and purity. Making use of their varied deceptive abilities, these crones delight in murdering innocents, unhinging noble minds, and debasing the pure of heart.

They are particularly fond of usingĀ disguise selfĀ to assume the forms of alluring young maidens and then seducing young men away from their lovers or families. In this form, they can infect such noble and upstanding citizens with all manner of debauchery and scandal. Some green hags prefer to reveal their true natures to their lovers at a moment precisely engineered to drive the man mad with horror and shame.

Others drag out their dalliances and do what they can to utterly ruin the lives of the men they seduce before showing the broken shell that remains the truth. In the end, the luckiest of these unfortunate lovers end up being eaten by their green hag companionsā€”for the unlucky, their final doom can be much worse, for the cruel imagination of the green hag is vast.

A typical green hag stands between 5 and 6 feet tall and weighs just under 160 pounds.

Source(s) 3.5E Monster Manual I, 3E Monster Manual I, Monstrous Compendium Volume 2, 1E Monster Manual 2, Tales of the Lance, Monstrous Manual, Dragon#331 (ecology of)

Rarity Very Rare
Medium monstrous humanoid
Hit Dice9d8+9 (49 hp)
Initiative+1
Speed30 ft. (6 squares), Swim 30 ft.
Armor Class22 (+1 Dexterity, +11 natural), touch 11, flat-footed 21
Base Attack/Grapple+9/+13
AttackClaw +13 melee (1d4+4)
Full Attack2 claws +13 melee (1d4+4)
Space/Reach5 ft./5 ft.
Special AttacksSpell-like abilities, weakness, mimicry
Special QualitiesDarkvision 90 ft., Spell Resistance 18
SavesFort +6, Ref +7, Will +7
AbilitiesStrength 19, Dexterity 12, Constitution 12, Intelligence 13, Wisdom 13, Charisma 14
SkillsConcentration +7, Craft or Knowledge (any one) +7, Hide +9, Listen +11, Spot +11 Swim +12
FeatsAlertness, Blind-Fight, Combat Casting, Great Fortitude
EnvironmentTemperate marshes
OrganizationSolitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)
Challenge Rating5
TreasureStandard
AlignmentUsually chaotic evil
AdvancementBy character class
Level Adjustment

Combat

Green hags prefer to attack from hiding, usually after distracting foes. They often use Darkvision to their advantage by attacking during moonless nights.

Spell-Like Abilities

At will-dancing lights, disguise self, ghost sound (DC 12), invisibility, pass without trace, tongues, water breathing. Caster level 9th.

The save DC is Charisma-based.

Weakness (Su) A green hag can weaken a foe by making a special touch attack. The opponent must succeed on a DC 16 Fortitude save or take 2d4 points of Strength damage. The save DC is Charisma-based.

Mimicry (Ex) A green hag can imitate the sounds of almost any animal found near its lair.

Skills A green hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.

See Also Hag Annis, Hag Sea

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