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75% found this document useful (4 votes)
2K views111 pages

MM FeyComp2 HagsCover

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© © All Rights Reserved
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Table Of Contents 67 . . .

Hagspawn
Hag Options 68 . . . Hagspawn Brute
2 . . . Elder Hags 68 . . . Hagspawn Mage
3 . . . Hag Magic 69 . . . Hagspawn Thug
3 . . . Hag Curses 70 . . . Jack o' Lantern
4 . . . Transformations 71 . . . Jermlaine
4 . . . Familiars 72 . . . Kenku Mage
4 . . . Animal Affinities 73 . . . Leech Toad
4 . . . Hag Alchemy 74 . . . Libation Oozes
7 . . . Hag Items 74 . . . Amber Ale
11 . . . Weird Magic 75 . . . Golden Champagne
15 . . . Hag Weaknesses 75 . . . Ebony Lager
16 . . . Non-Evil Hags 75 . . . Ivory Moonshine
17 . . . Covens 77 . . . Perfumed Liqueur
17 . . . Coven Challenge Ratings 77 . . . Ruby Merlot
18 . . . Elder Covens 78 . . . Moor Hound
18 . . . New Coven Types 79 . . . Quablyn
19 . . . Non-Evil Covens 80 . . . Scarecrow
19 . . . Coven Items 80 . . . Effigy Scarecrows
21 . . . Unique Covens 80 . . . Guardian Scarecrows
80 . . . Infernal Scarecrow
New Hags 80 . . . Pestilence Scarecrows
27 . . . Carey Hag 81 . . . Shadow Asp
29 . . . Deemves Hag 82 . . . Sporeback Toad
31 . . . Deep Hag 82 . . . Stirge Swarm
33 . . . Dusk Hag 83 . . . Stitched Devil
35 . . . Fanggen Hag 84 . . . Styrix
38 . . . Hocus Hag 85 . . . Wastrel
40 . . . Marzanna Hag
42 . . . Mojan Hag Unique Hags
44 . . . Powler Hag 86 . . . Baba Yaga, Mother of All Witches
46 . . . Sighing Hag 87 . . . Baba Yaga's Dancing Hut
87 . . . The Solar Knight
Hag Related Creatures 90 . . . Black Agga, the Voice of Vaprak
49 . . . Animated Objects 93 . . . Cegilune, the Moon Crone
49 . . . Dancing Cauldron 96 . . . Yaya Zhelamiss
50 . . . Flying Spoon 98 . . . Ceithlenn, of the Crooked Teeth
50 . . . Swarm of Cutlery 101 . . . Malagard, the Hag Countess
50 . . . Ash Rat 106 . . . Kalabon
52 . . . Assassin Devil (Dogai)
53 . . . Boglin
54 . . . Broodswarm
55 . . . Cait Sith
56 . . . Canomorph
56 . . . Haraknin
57 . . . Shadurakul
58 . . . Yeshbavhan
59 . . . Catobleopas Harbinger
60 . . . Dark Naga
61 . . . Dreamweaver
62 . . . Evil Trees
63 . . . Black Willow
64 . . . Dark Cypress
64 . . . Night Twist
66 . . . Umbral Banyan

1
Hag Options
Elder Hags
All hags are dangerous and foul, and as they get older they get Elder Hags
more wily, cunning, and cruel. A hag is well known in her Elder hags use the statistics of a typical hag of their
locale, stories of her being told from generation to variety with a few extra features which adjust their
generation. However, some hags have lived so long and Challenge Rating as follows:
Elder Annis Hag. CR 12 (8,400 XP)
cultivated such notoriety that they have made names for Elder Bheur Hag. CR 13 (10,000 XP)
themselves that extend beyond the bounds of their immediate Elder Green Hag. CR 9 (5,000 XP)
territories. Elder Night Hag. CR 10 (5,900 XP)
Covens. Elder hags are not as likely to form covens with Elder Sea Hag. CR 8 (3,900 XP)
other hags, as they are more powerful and, therefore, less
inclined to cooperate with weaker hags. However, when The hag gains resistance to bludgeoning,
covens of elder hags are formed, they can orchestrate horrific piercing, and slashing damage from non-
and subtle tragedies beyond what any mortal can endure. magical weapons that aren't silvered if it didn't
already have that resistance or immunity.
Sample Elder Hags The hag has the Legendary Resistance and
There are not many elder hags in the world. Hags accrue Magic Resistance traits described below.
The hag possesses a suite of legendary actions
enemies like others accrue hobbies, and many do not survive (described below). Some of the legendary
longer than a handful of centuries before their sins catch up actions described below are specific to
with them. However, those that do manage to outwit their particular hag types, while others are common
foes to live for a millenia or more are legendary for their throughout all types of elder hags.
cunning, cruelty, and horrific magic.
Brackish Beverly. This especially hideous sea hag spent Legendary Resistance (3/Day). If the hag fails a
her early years killing beautiful coral reefs, twisting bountiful saving throw, she can choose to succeed instead
sanctuaries of life into dead stretches of barren rock and Magic Resistance. The hag has advantage on
sand. Now that she has gained greater power, she has set her saving throws against spells and magical effects.
goals even higher. Abandoning the desolate waters of her
home, she sas traveled up a river to pollute its headwaters Legendary Actions
with her brackish poisons. Now the rivers of the entire region The hag can take 3 legendary actions, choosing
slowly fill with undrinkable sludge, and fish and beasts alike from the options below. Only one legendary action
wither away and die, replaced by twisted, malshaped horrors option can be used at a time and only at the end of
usually reserved for only the deepest depths of the ocean. another creature's turn. The hag regains spent
Cailleach Blacktoe. Cailleach Blacktoe, or Callie as she legendary actions at the start of her turn.
likes to be called, is an elder bheur hag who loves peace and Attack. The hag makes one claw or slam attack.
quiet, and she will go to great lengths to ensure her solitude, Curse (Costs 2 Actions). The hag casts bestow
including burying entire towns under mountains of snow. curse.
However, heroes always seek her out with the intention of Earthshaker (Costs 2 Actions, Annis Hag Only). The
making her pay for her murders, interrupting her precious hag causes the ground within 30 feet of her to
privacy. So she has set herself on a quest to find the ring of shake violently. Any creature other than the hag
standing on the ground in the area must succeed
winter, with the intention of using its power to freeze the on a DC 13 Dexterity saving throw or be knocked
entire world. This quest has taken her to many locales she prone.
finds loathsome, and her current destination is the most Snowflurry (Costs 2 Actions, Bheur Hag Only). If
hated destination of all: the hot, chittering, noisy jungles of the hag is wielding her graystaff, she creates a 30-
Chult. foot radius sphere of whirling snow centered on
herself, heavily obscuring the area, which lasts until
the end of her next turn.
Invisible Escape (Costs 2 Actions, Green Hag
Only). The hag uses her Invisible Passage action.
Ghost Step (Costs 2 Actions, Night Hag Only). The
hag uses her Etherealness action.
Foul Stench (Costs 2 Actions, Sea Hag Only). The
hag produces a burst of horrific odor. All creatures
within 20 feet of her must succeed on a DC 12
Constitution saving throw or become poisoned
until the end of their next turn.

2
Granny Garbagecan. With a nasty sense of humor and a
cunning that has allowed her to snub her nose at even Hag Magic
archdevils, this elder green hag is a legend in her own right. Hag magic is the magic of spite, of weakness turned to
She has played a small but significant role in innumerable strength and beauty turned to horror. Hag magic is unlike any
tragedies throughout the ages. They say that she even played other form of magic. It is arcane power shaped by malice and
a role in the fall of Netheril. But perhaps she is merely her fueled by spite. It is strange and treacherous power cobbled
own best publicist. After all, there is a story for how she together out of what meager supplies can be found in the
played a role in almost every tragedy across the Sword Coast, world. It has humble origins and sinister applications, and
even today. They say she provided the murderers of Neri, only hags can truly understand the rationale behind its
queen of the storm giants, with weapons mighty enough to cankerous design. This makes hag magic incredibly
slay the giant queen. Rumors say that she played a hand in dangerous, as even an experienced wizard cannot truly
sabotaging the ritual that lead to the demon lords escaping understand the full, twisted scope of a hag made trinket.
the Abyss as a favor to Lolth. No one knows what Granny Hag magic centers around being unpredictable and
Garbagecan is planning now, but it can be assured that it will strange, and they are capable of laying bizarre curses on
have far-reaching consequences. creatures. These curses may be built into a location like a
Styrix Riftspanner. Once, this elder night hag was just one trap, contained within a jar or bag for the hag to throw at a
of the many night hags that roamed the Grey Wastes of creature, or built into a potion or item that the hag possesses.
Hades. However, the darklord Azalin, prisoner of the Even something given willingly by a hag usually comes with a
Domains of Dread, pulled her into his fell land through dark curse, as they cannot help but spread misery.
magic, trapping her there with him. Through long study, she
was able to devise a contraption that allowed her to escape, Hag Curses
making her one of the only beings to escape a domain of
dread, leaving Azalin cursing her name in impotent fury. An average hag curse typically lasts for as long as a creature
Since that day, she has made a name for herself and has set wields an item or is attuned to an item, or in the case of a
up shop in Sigil, where she raises the styrix owls (see pg 84) potion or spell it persists for as long as the creature is under
after which she is named and sells escape plans and other the effects of the potion or spell. However, more powerful
cunning devices to planar travelers. It's believed that she hags are capable of creating hag curses that last for an
consorts with the ghost echoes of another elder night hag, extended period of time, or are even permanent.
Ravel Puzzlewell, and that the two plot the release of the An easy way to create a hag curse on an item is to simply
Lady of Pain herself from Sigil. afflict a character with a bestow curse spell or to give them a
Sweet Nana Crumblecakes. This elder annis hag minor or major detrimental property. Other options include
disguises herself as a kindly old widow who runs a boarding the following:
school for misbehaving children out of her summer home in
the hills. In fact, she murdered the original owners of the The affected creature is frightening to children and small
mansion and disguises herself as the wife with her skin, and animals.
she uses the boarding school as a means of food, free labor, The affected creature is afflicted by a variety of painful
and spreading her influence. The scrawny children she sores and itchy rashes, imposing disadvantage on
transforms into quablyns (see pg 79) in order to force them to Dexterity checks and saving throws.
bake her cakes, while the plumper children she dotes upon, The affected creature is afflicted by nightmares, and there
indulging them in sweets and hearty snacks until they're fat is a 25% chance each time the creature takes a long rest
enough to be butchered and cooked in her massive cauldron. that it gains no benefit from the rest.
The cakes that she makes are sold in the nearby town, and Hags are cunning and their magic is insidious. A curse cast
they cause children that indulge in them to lie, cheat, steal, by an especially old hag may be impossible to dispel with a
and otherwise misbehave, prompting their parents to send simple remove curse cast by a humanoid. However, by ancient
them to Nana's boarding school, ensuring a constant supply. arcane law, all hag curses must have a means by which they
The children are in turn replaced with changelings loyal to can be removed. These tend to be unassuming but out of the
Nana, which act as her agents in the world. ordinary actions, often requiring a great deal of research into
hag lore to determine. What follows are a few examples.
The affected creature must wash their hands with milk.
The affected creature must prick their finger in some way,
such as with a thorn from a specific plant or on the
spindle of a spinning wheel.
The affected creature must receive a kiss from a pregnant
humanoid.
The affected creature must sleep with a shriveled ginger
root under their pillow.

3
Transformations Hag Alchemy
A hag may be able to transform into a beast, giving her the Hags are well known for their alchemy. They can craft any
following action: variety of potion, but the strange recipes and dark titrations
Shapechange. As an action, the hag transforms into a beast of their brews cause them to work off of their own bizarre set
with a CR equal to or lesser than its own or back into her of rules, and they are never quite what they seem.
true form. The hag retains her alignment, personality, hit Potions: Common
points, languages, Intelligence, and Charisma scores, but d4 potion
otherwise uses the statistics of the new creature. 1-2 Potion of climbing
Others may be able to transform others into beasts, giving 3-4 Potion of healing
them the ability to cast polymorph one or more times per day.
Typically, this casting of polymorph can only transform Potions: Uncommon
targets into one type of beast. d10 potion
Familiars 1 Oil of slipperiness
Wizards and warlocks are not the only beings that can gain 2 Philter of love
familiars. Hags can have familiars as well. These familiars 3 Potion of animal friendship
behave in the typical manner as a familiar gained through the
find familiar spell, but may be atypical in a number of ways 4 Potion of fire breath
Following are a few examples of hags with unusual 5 Potion of greater healing
familiars: 6 Potion of growth
Gertrude the Lawless is a green hag who takes pleasure 7 Potion of hill giant strength
in finding ways to subvert the laws of rural communities in 8 Potion of poison
such a way as to cause as much tragedy as possible. To
assist her, she has an owl familiar, Diogenes. This talking 9 Potion of resistance
owl was once a very well respected lawyer, but he was 10 Potion of water breathing
tricked by Gertrude and transformed into her familiar.
Now he is forced to advise her on how best to undermine Potions: Rare
the rule of law.
Tamrilis Siltcounter is a night hag that loves finding new d12 potion
and exciting ways to convince parents to kill their 1 Elixir of health
children. She is particularly proud of her wastrel (see 2 Oil of etherealness
AAA) which was born from the soul of a child whose
father abandoned her in the woods during a famine 3 Potion of clairvoyance
orchestrated by Tamrilis herself. 4 Potion of dimunition
Busy Bertha is an annis hag with a swarm of wasps as a
familiar. These wasps have formed a number of nests in 5 Potion of fire giant strength
swollen tumors in her flesh, and she dotes upon the 6 Potion of frost giant strength
vermin with undisguised adoration. She loves to find hives 7 Potion of gaseous form
of honey bees for her little babies to feed on, after which
she destroys the hive, devours the honey, and saves the 8 Potion of heroism
wax for crafting magical candles. 9 Potion of invulnerability
Animal Affinities 10 Potion of mind reading
Many hags have a natural affinity for a certain variety of 11 Potion of stone giant strength
beasts, such as toads, bats, ravens, spiders, rats, snakes, fish, 12 Potion of superior healing
vermin, owls, or cats. These hags will typically bear a
resemblance to these beasts, and their lairs and the Potions: Very Rare
surrounding areas will contain an unusual abundance of d8 potion
them. They possess the ability to communicate with these
creatures 1 Oil of sharpness
This affinity often extends to creatures with similiarities or 2 Potion of cloud giant strength
connections to these beasts. For instance, a hag with a snake 3 Potion of flying
affinity will also have an affinity for yuan-ti and a hag with a
vermin affinity will also have a kinship with ankheg. 4 Potion of invisibility
5 Potion of longevity
6 Potion of speed
7 Potion of supreme healing
8 Potion of vitality

4
Many hags brew potions with strange qualities. Though these Hags rarely brew a potion without including a sinister side
qualities do not interfere with the functionality of the potion, effect. These curses apply to the drinker for as long as they
they do serve to discourage creatures from stealing their remain under the effects of the potion. If the potion has an
potions, or to simply torment those to whom they voluntarily instantaneous effect, such as a potion of healing, the side
give their potions. effect instead remains for 1 minute. Hags are typically
Potion Qualities
immune to these side effects, or are unbothered by them if
they do apply.
d10 quality
1 The potion bears an odor that is hauntingly Potion Side Effects
reminiscent of a fond memory, such as the smell of d10 side effect
your mother or your home. 1 The creature is frightened of one of its allies, chosen
2 When you move to drink the potion, it turns black by the DM. If no allies are around, you are frightened
and tar like. This in no way effects its functionality. If of an innanimate object
not consumed, it returns to its normal appearance in 2 The creature is ravenously hungry, and if there is any
an hour. visible food the creature must spend its turn
3 The potion looks, smells, and tastes like another type attempting to eat that food.
of potion (roll from the potion table of its relevant 3 The creature has vulnerability to a specific damage
rarity or choose at DM's discretion). Even an identify type, such as cold, necrotic, or bludgeoning.
spell indicates it is a different type of potion, unless
that spell is cast by a hag. 4 The hag that created this potion can read your mind
as if with detect thoughts, regardless of any
4 The potion is always slightly warm to the touch, intervening distance. If the original hag is dead, a
about the temperature of a living thing, and its bottle relative of the hag now has this awareness.
accumulates a thin film of musky oil over time.
5 You are under the impression that you are a child
5 Any other potions stored near this potion take on the who was kidnapped and killed by the hag. You still
appearance of this potion. An identify spell still have access to your class features and skills, but the
identifies their true nature. disconnect between your identity and your skills
6 Though the potion appears and smells normal and imposes disadvantage on all Wisdom saving throws.
has its normal effect, it tastes like blood, bile, or 6 You appear withered and sickly and have
some other foul substance. disadvantage on death saving throws. Additionally,
7 Whenever the potion is uncorked, a handful of undead creatures can detect your presence and
vermin such as ants, cockroaches, and harmless pinpoint your location as a free action.
spiders scuttle out of the bottle. 7 When you take specific type of damage such as acid,
8 The odor of the potion makes nearby beasts uneasy cold, or necrotic, your hit point maximum is
and restless, and they will not willingly approach the decreased by that amount of damage. If this reduces
potion if it is uncorked and will be nervous around a your hit point maximum to zero, you die.
creature that is under the effects of the potion. 8 You are charmed by one hostile creature, chosen by
9 Once consumed, the potion seems to refill itself. the DM, and perceive them as your true love. If no
However, if consumed, this is discovered to simply hostile creatures are around, you are charmed by an
be mundane water. innanimate object.
10 If unobserved for longer than 1 minute, the potion 9 Bad luck afflicts you. Once during the course of this
changes its appearance another potion (roll from the potion's effect, at a time dictated by the DM, you
potion table of its relevant rarity or choose at DM's must reroll a successful attack roll, ability check, or
discretion), though its effect remains the same each saving throw and use the lowest of the two rolls.
time it changes. 10 You are incapable of speaking coherently or
understanding spoken language.

5
Brew of Black Eyes Candy Construction
This brew is crafted with slivers of hag tongue and the eyes of The construction of a house made of gingerbread and candy
a deaf man. A creature that ingests this brew possesses is a secret that only hags truly understand. It requires a great
truesight out to 60 feet for 1 week. However, during this time deal of ingredients, both magical and mundane, so it is rare
the creature's sleep is troubled by terrible nightmares. During to see a candy house larger than a small cottage, which itself
these nightmares the hag or hags that crafted the potion are takes 10 years to fully construct. However, it is well worth the
able to communicate with the creature telepathically, effort.
regardless of distance or planar location. If the hag or hags The candy materials are treated as if they were stone
wish it, they can cause the creature to gain no benefit from unless a humanoid attempts to ingest it, in which case it can
the rest. The effects of this brew can be ended early by be consumed as if it was mundane candy or gingerbread. The
remove curse. material possesses no nutritional value, and any material that
is consumed or destroyed is regenerated at a rate of 1 pound
Brew of the Beloved per hour. Any contaminants that appear on the house, such as
Brewed with the hair of a dozen beautiful maidens and bits of dirt or animal droppings, disappear.
the warty scalps of the mixture's creator, this concoction is The sweet, spicy smell of gingerbread drifts on the air
quickly bottled into a large jar upon its completion. It is not within 5 miles of the construction, and gets stronger as a
meant for consumption. creature gets closer to the house. Beasts cannot smell the
A jar full of brew of the beloved can either be uncorked or house, and as such do not attempt to consume it.
tossed as a thrown weapon with a range of 30 feet. Once
opened, the brew begins steaming, quickly filling a 20-foot Draught of Youth
radius with a cloud of sickeningly sweet vapor. Any humanoid If fed to a humanoid, the drinker's soul begins to leak from
that starts its turn within this area must make a DC 16 their body. While this is happening, a hag within 5 feet of the
Constitution saving throw or be poisoned for as long as it drinker can use an action to begin drinking the creature's
remains in the vapor. While poisoned in this way, a creature soul.
is charmed by the brew's creators. This vapor fills the area Once a hag consumes a creature's soul in this way, she
for 1 minute, although a moderate or strong wind dissipates become youthful and beautiful. This transformation persists
it in 1 round. Hags are immune to the effects of this brew. for a period of time depending on the age of the victim whose
soul she consumed.
Brew of the Dark Moon
This brew was first created by Cegilune, and the secrets of its Maturity Duration
creation has since spread throughout hagkind. Brewed with Child 1 month
the blood of fiends and pieces of the flesh of its crafter, it Teenager 2 weeks
grants any creature that ingests it the strength and vigor of a
demon, but at a cost. Adult 1 day
Once ingested, the effects of this brew remain for 1 week. Elderly 1 hour
While under the effects of the brew, a creature is a fiend, is
treated as if it has Strength and Constitution scores of 20 This transformation cannot be dispelled or ended early, nor
(+5) unless their scores are already higher than that, and has can it be seen through with truesight or other similar effects.
resistance to cold, fire, and poison damage. The affected
creature's physical appearance is also twisted to become
fiendish and frightening, giving it advantage on Charisma
(Intimidation) checks and disadvantage on Charisma
(Persuasion) checks. Once the effects of this brew end, the
creature's Constitution is permanently reduced by 2. If a
creature's Constitution is reduced to 1 by this effect, the
creature dies.
If a good-aligned creature drinks this brew, it must make a
DC 17 Constitutio saving throw or be rendered unconscious
for 1d4 hours and gain no benefit from this brew. The effects
of this brew can be ended early by remove curse.

6
Hag Items Hag Made Magic Items: Very Rare (CR 10+)
d6 object
Crafted with primeval malice and old magic, hag items are
twisted mockeries of the mundane. Crafted to tempt and 1 Bag of devouring
trick, curse and confuse, destroy and defile, these items are 2 Crystal ball
the perfect tools in their ongoing war to inflict as much 3 Figurine of Wondrous Power: Obsidian Steed
misery as possible upon the world.
Though they possess the skill to create almost any variety 4 Mirror of Life Trapping
of item, certain items appeal more to a hag's innate nastiness 5 Oil of Sharpness
and love of the macabre than others. These are the items that
are listed here. 6 Wand of polymorph

Hag Made Magic Items: Uncommon (CR 0-5) These items will still take unusual forms or feature bizarre
d20 object methods of functioning. For instance, an amulet of proof
1 Alchemy jug
against detection may take the form of a living snake which
curls around the hag's neck and needs to be fed regularly in
2 Bag of holding order to continue to function. A rope of entangling may be
3 Bag of tricks composed entirely of human hair and have an odor that
reminds those entangled by it of their mother. A wand of
4 Broom of flying polymorph may transform the user rather than the target
5 Dust of disappearance unless a specific passcode is spoken when using it.
6 Dust of dryness Strange Qualities
7 Dust of sneezing and choking d10 quality
8 Eversmoking bottle 1 The item is made of some manner of gruesome
material such as hair, skin, organs or bones or is
9 Figurine of Wondrous Power: Silver Raven decorated with teeth or fingernails.
10 Oil of slipperiness 2 Despite its macabre appearance, the item has an
11 Pipes of haunting odor that is hauntingly similar to a fond memory,
such as the smell of your mother or your childhood
12 Pipes of the sewer home.
13 Staff of the adder 3 While the item is on your person, you can
occasionally hear just barely audible mutterings or
14 Staff of the python laughing coming from the item.
15 Stone of good luck 4 Though the item appears to be made of wood, stone,
16 Trident of fish command metal, or cloth, it feels warm to the touch and
occasionally pulses or flexes as if alive.
17 Wand of magic detection
5 The item tarnishes metal and stains wood and cloth
18 Wand of magic missiles that it is in prolonged contact with.
19 Wand of secrets 6 While holding or attuned to the item, you appear old
20 Wand of web and tired, regardless of your current level of
exhaustion.
Hag Made Magic Items: Rare (CR 6-9) 7 The item attracts harmless vermin such as ants,
cockroaches, and non-poisonous spiders, and such
d12 object creatures invade nearby packs and clothing.
1 Bag of beans 8 The item is heavier that it should be, and it
2 Dagger of venom occasionally shivers in your grip as if afraid.
3 Figurine of Wondrous Power: Ebony fly 9 The object always feels slightly sticky and
occasionally leaks blood, mucus, or another foul
4 Figurine of Wondrous Power: Serpentine owl bodily fluid.
5 Robe of eyes 10 While holding or attuned to the item, the odors of
6 Rope of entangling dung, vomit, and rotting flesh are strangely appealing
to you.
7 Staff of swarming insects
8 Staff of withering
9 Wand of binding
10 Wand of enemy detection
11 Wand of fear
12 Wand of paralysis

7
Item Curses Bag of Filth
d10 curse The bag of filth is a sack containing the essence of a single
1 Unless a specific command phrase is uttered before disease, such as cackle fever or sewer plague. Each bag can
using the item, there is a 50% chance of the item carry up to 10 doses, one dose can be recovered by placing a
targeting the user with a harmful effect intended for pound of flesh in the bag and allowing it to decompose over 8
another creature. hours.
2 While holding or attuned to the object, your are bad Each dose of disease can either be applied to a weapon
tempered and crotchety. (including a hag’s claws) or added to a food item as an action.
3 The hag that created this item knows the direction a
The disease remains contagious on a weapon for 1 minute
creature holding or attuned to this item and can and within a food item for 8 hours. When a creature is
pinpoint the creature if within 5 miles. If the original exposed to the disease, it must succeed on a DC 15
hag is dead, a relative of the hag now has this Constitution saving throw or contract the disease and begin
awareness. suffering the symptoms immediately. If a creature reaches
4 While holding or attuned to this item, a certain into the bag without protection, it must make the saving
variety of creature such as rats, spiders, snakes, or throw and no doses of disease are consumed.
ravens has advantage on attack rolls and Wisdom What follows are examples of how the basic diseases
checks against you, and you have disadvantage on described in the Dungeon Master's Guide would function if
saving throws against them. contracted through a bag of filth.
5 While holding or attuned to this item, you know how
to understand, speak and read Abyssal but cannot Cackle Fever. The target takes 5 (1d10) psychic damage
understand, speak, or read another language such as and becomes incapacitated with mad laughter for 1
Elvish or Halfling. minute. The creature can repeat the saving throw at the
6 While holding or attuned to this item, you have
end of each of its turns, ending the mad laughter and the
disadvantage on saving throws to resist magical Incapacitated condition on a success. It then suffers from
aging effects as well as becoming fatigued. the normal symptoms of cackle fever from that point on.
Gnomes are immune.
7 While holding or attuned to the item, you have
disadvantage on Charisma skill checks made against
Sewer Plague. The target immediately gains 1 level of
creatures of a specific variety that the hag that exhaustion and suffers from the normal symptoms of
created the item bears an enmity for, such as orcs, sewer plague from that point on.
devils, or yuan-ti. Sight Rot. The target suffers a -1 penalty to all attack and
8 While holding or attuned to the item, you gain no
ability checks that rely on sight, and and suffers from the
benefit from the rest unless you insult an ally during normal symptoms of sight rot from that point on.
or before taking a short or long rest. Each time a creature that isn't a hag handles the bag of
9 While holding or attuned to the item, you have filth, there is a 50% chance that it contracts a disease from
vulnerability to a specific damage type such as cold, the bag without consuming an additional charge.
necrotic, or bludgeoning unless you have consumed
blood straight from a creature's veins since the last Black Hour Pillar
time you completed a long rest
This candle is made from wax rendered from fat taken from
10 While holding or attuned to the item, you are both a hanged men and a hag. Once lit, it burns with a
incapable of seeing a certain variety of humanoid, strange black flame for one hour, and so long as it is burning
such as dwarves, priests, or children. any damage dealt to the hag whose fat was used to make the
candle is reduced to 0. However, if the candle is extinguished
before it is fully consumed, the hag takes all the damage she
would have taken all at once.

8
Bone Rattle Grafted Arm
A bone rattle is built from the intact skull of a humanoid child A grafted arm is a serious undertaking for a hag. It requires
attached to its own femur and filled with its own finger bones. the hag to remove an arm from a humanoid or giant no larger
Once per day when shaken, it produces a gruesome rattling or smaller than the hag by one size category, using a special
sound which rapidly morphs in a twisted mockery of a child's ritual that preserves the essence of the creature in the limb.
laughter. All humanoids that can hear the rattle must succeed The hag then severs one of its own arms and attaches the
on a DC 14 Wisdom saving throw or become incapacitated new limb to it. In doing so, the hag gains any racial features
by hysterical laughter for 1 minute. An affected creature can and innate powers possessed by the creature. The hag
repeat the saving throw at the end of each of its turns, ending cannot make a claws attack with that limb unless the
the effect on a success. Additionally, on a failure, the target attached limb possesses claws, and it uses the original
gains a long term madness. creature's Strength and Dexterity modifiers for attacks and
ability checks made with that limb.
Bramble Boy The limb still possesses a spark of the original creature's
A bramble boy appears to be a humanoid shaped doll made will and may occasionally act of its own accord. When this
of thorny vines twisted together. As a reaction, the hag happens, the hag must succeed on a Wisdom saving throw
holding the bramble boy can use the item to absorb a spell with a DC equal to 10 + the creature's Charisma modifier or
that targetted her. While the bramble boy contains a spell, it lose control of the limb for 1 hour. A limb can be triggered to
fidgets as if alive, giving it the appearance of a malformed act contrary to the hag's will by receiving a reminder of its
infant. As an action, the hag can hold the bramble boy up and former life, such as a familiar song or smell.
recast the spell stored in it, using the original caster's spell
save DC, spell attack modifier, and slot level. Grand Ladder
Each rung of this 10-rung ladder represents an increasing
Crone's Cane increment of height that the creature ascending it can see.
A crone's cane is a withered wooden cane that is as hard as When placed upright on the ground, it magically becomes
iron. If a hag makes an attack with a crone's cane, it deals the stable at a perpendicular angle to the ground. A creature can
same amount of damage as the hag's Claws attack, except climb up the ladder without destabilizing it. While climbing
that it is bludgeoning instead of slashing. However, the target the ladder, the creature can see as if from the height
must succeed on a Constititution saving throw equal to the described in the Grand Ladder table below based on the rung
hag's Innate Spellcasting save DC or be aged 2d6 years. The they are on. However, if the creature falls off, they take
supernatural aging inflicted can be cured with lesser bludgeoning damage as if they had fallen from that height
restoration, remove curse, or similar magic.
Grand Ladder
Dead Man's Bottle Rung Height Seen From
At first glance, a dead man's bottle appears to be nothing 1st 10 ft
more than a dirt encrusted antique bottle of smoky green
glass. However, if the bottle is filled with alcohol and its 2nd 40 ft
contents are poursed upon a grave, the bottle's holder can 3rd 90 ft
hear and converse with the spirit of any corpse up to 10 feet 4th 160 ft
below the surface. The spirit knows anything it knew in life,
as well as the events that happened to its soul after it died, 5th 250 ft
and it must truthfully answer 5 questions asked by the bottle's 6th 360 ft
holder. Once the bottle has been used on a corpse, that spirit
of that corpse cannot be called with a dead man's bottle or 7th 490 ft
the speak with dead spell. 8th 640 ft
9th 810 ft
10th 1000 ft

However, if the creature falls from the ladder, it takes


falling damage as if it had fallen from the height it was
viewing at.
Head of the Loveless
This wretched item is made from the preserved head of a
woman who was killed by a man for refusing his advances.
Its mouth and eyes are stitched shut, and it is carried by the
hair. A creature holding this head has is immune to becoming
charmed.

9
If the word for "love" is spoken in any language within 30 feet Poisoned Corsage
of the head of the loveless, the stitches on its mouth stretch to This corsage appears to be made out of big, beautiful flowers.
allow it to release a horrible shriek that can be heard 600 feet When worn, the wearer becomes beautiful if it is currently
away. Any creature that isn't a hag, undead, or a construct that night time and hideous if it is currently daytime. While
can hear this shriek must succeed on a DC 14 Intelligence beautiful, the target has advantage on Charisma (Persuasion)
saving throw or take 3d6 psychic damage and become checks and disadvantage on Charisma (Intimidation) checks.
deafened for 1 minute. Once the head has shrieked in this While hideous, the target has advantage on Charisma
way, it cannot shriek again until the next dawn. (Intimidation) checks and disadvantage on Charisma
(Persuasion) checks.
Liar's Tongue Curse. Once this corsage is put on, the wearer refuses to
A liar's tongue is cut from the mouth of a still living victim part with it. A remove curse spell or similar magic removes
and treated in a potion made from the tongue of madness this effect from the wearer.
fungus, pickled and dried until it's a shriveled sliver of flesh.
When placed under her tongue, a liar's tongue allows a hag to Roaring Mask
perfectly replicate the voice of the creature the tongue was This mask is made of the skull of a ferocious beast, such as a
taken from. lion or a dragon. While wearing this mask, the hag gains the
following action, which it can use as a bonus action:
Little Orphan Abby
This doll appears like any other doll, but it acts as the conduit Frightful Presence. Each creature of the hag's choice that is
for an unearthly spirit. The spirit may be malicious or within 120 feet of the hag and aware of it must succeed on a
benevolent, and the spirit itself could be anything from a Wisdom saving throw equal to the hag's Innate Spellcasting
demonic entity to the lingering spirit of a parent. Under the save DC or become frightened for 1 minute. A creature can
observation of detect magic, a creature must succeed on a repeat the saving throw at the end of each of its turns, ending
DC 14 Wisdom (Perception) check in order to notice the faint the effect on itself on a success. If a creature’s saving throw is
aura of conjuration and transmutation magic. successful or the effect ends for it, the creature is immune to
The doll is bound to a single creature, which it always the hag's Frightful Presence for the next 24 hours.
knows the direction and distance to while they are on the
same plane of existence. The means by which the doll is Second Skin
bound to a creature vary. Some dolls become bound when In order to create a second skin, a hag must flay a humanoid
voluntarily accepted by a creature. Others become bounded alive, leaving their skin intact. The skin is then treated in a
to a single creature creature based on familial realtions, such concoction brewed from various herbs and the bodily fluids
as the daughter of the bound spirit. of the victim. Once complete, a second skin can be worn by
While not being observed, the spirit within the doll can cast the hag. When worn, the hag puts on the second skin like a
mage hand at will. The hand produced is invisible. Once per suit, and her body magically transforms to fit into it, perfectly
day, the doll can cast telekinesis (DC 13), targetting only the emulating the appearance of the victim.
doll itself or a non-living objects\ or unconscious creature. A second skin is delicate and time consuming to produce,
If the doll is destroyed, it completely reforms within 30 feet and as such a hag is loathe to see it come to harm. A second
of the creature to which it is bound the next time the creature skin possesses 10 hit points and has an AC of 5 when not
takes a long rest. being worn. Any damage dealt to the hag wearing it is also
dealt to the second skin, save for poison and psychic damage.
Mommy's Knife If properly treated, it will last for several years, though if
This rusted, pitted knife is crusted with splotches of dried improperly treated the skin will decay at a rate of 1d4
blood, and is barely sharp enough to cut skin. However, if held necrotic damage per day. The concoction used to treat the
by a humanoid child the knife becomes sharp, being treated skin is highly flammable. While wearing the second skin, fire
as a +1 dagger, and the child becomes chaotic evil for as long damage dealt to the hag is doubled.
as the knife remains in its possession.
Hit points lost to this weapon’s damage can be regained Shriveled Shell
only through a short or Long Rest, rather than by If a hag successfully severs a creature's ear, it can preserve
regeneration, magic, or any other means. Once per turn, the ear using a special brew to create the shriveled shell.
when the child hits a creature with an attack using this knife, When this severed, preserved ear is held up to a creature's
it can wound the target. At the start of each of the wounded ear, it can hear whatever the creature that this ear was
creature’s turns, it takes 1d4 necrotic damage for each time severed from is hearing at that moment.
it's been wounded, and it can then make a DC 15
Constitution saving throw, ending the effect of all such
wounds on itself on a success. Alternatively, the wounded
creature, or a creature within 5 feet of it, can use an action to
make a DC 15 Wisdom (Medicine) check, ending the effect of
such wounds on it on a success.

10
Wishing Imp Weird Magic
This object appears to be an intricately carved statue of an Hags are known for strange magical objects. They can create
imp sitting in a contemplative pose on a small pedestal. In traditional magical items or foul magical creations such as
fact, this object is an actual imp bound to this pedestal, kept those shown above. However, they can even wrest magical
in suspended animation until the power of the idol is invoked. effects from apparently mundane objects, creating bizarre
If a creature places the wishing imp within its home and magical creations known as weird magic.
wishes for luck at a certain venture, such as fighting a Typically, only hags understand how to use these magic
monster or researching a spell, the creature can gain items, often times only the hags that created them. However,
advantage on one attack roll, skill check, or saving throw they may share the secret of how to use these items with
related to that venture once per minute for the next 24 hours. their servants if they need to give them a little extra power.
While inactive, the Wishing Imp appears to be made of All the items listed here can only be used once each unless
stone and cannot be damaged, though it retains awareness of otherwise stated. These spells are cast without a need for
its surroundings. However, each time the creature that made concentration, use the hag's Innate Spellcasting DC or spell
a wish on it invokes its power to gain advantage on a roll, the attack modifier, and use the same casting time as the normal
imp animates for 1 hour. While animated, the imp can move spell.
freely up to 300 feet from its pedestal. The imp remains
animated up to an hour from the last time its power was
invoked, at which time the imp teleports back to the pedestal
and returns to its state of suspended animation, recovering
any hit points lost during that time. When the imp returns to
its pedestal, it can choose what pose to assume. If the imp is
killed while animated, it teleports back to the pedestal and
cannot animate again for 24 hours, during which time the
idol's pose looks pained.
Yackti Figurine
A yackti figurine is a nasty piece of work, and hags often
construct these for those seeking revenge. In order to
construct a yackti figurine, a hag must be provided with at
least one ounce of a creature's hair, blood, fingernails, or
other similar material. This material is ground up and mixed
with clay, which is then shaped into a crude, hollow
approximation of the target creature. The figurine is then and
baked in a process taking a full week of dedicated labor.
Once the yackti figurine is created, it can be used to
torment a creature. Depending on what is done to the
figurine, the victim will experience a different torture and
have disadvantage on skill checks and saving throws for a
specific ability score.
Strength - Placed in Fire. The victim experiences
constant muscular pain.
Dexterity - Buried in Earth. The victim feels as it its
movements are restrained.
Constitution - Submerged in Water. The target feels
short of breath.
Intelligence - Submerged in Honey, Molasses, or
Slime. The target's mind feels slowed and they have a
hard time remembering.
Wisdom - Placed within a Bag The target experiences
painful headaches and their judgment is clouded.
If remove curse is cast on a creature affected by a yackti
figurine, the effects of the figurine are suppressed for 24
hours.

11
Type A (CR 0-2) Type B (CR 3-4)
d20 object d20 object
1 A shrunken goblin head which replicates the audible 1 A crown of withered flowers which acts as a crown of
version of the alarm, except that it screams intead of madness spell when placed on a creature's head.
ringing like a bell.
2 A slightly cracked mirror which, when viewing your
2 A clod of dirt wriggling with earthworms which own reflection, allows you to cast alter self, after
replicates the arms of hadar spell. which the mirror breaks entirely.
3 A bottle of liquor containing a preserved snake. If 3 A jaw bone which replicates the magic mouth spell if
drunk, it allows the drinker to breathe out a burning placed on an object.
hands spell.
4 A human skull which, if held aloft and taunted, begins
4 A rusted dagger. If used to stab a creature, the blade to shriek in rage and casts scorching ray.
immediately crumbles into dust and the user is
targetted with an inflict wounds spell. 5 A child's femur. If broken open, the marrow can be
consumed, replicating the effects of a potion of
5 A flute which can be used as a blowgun. If a dart shot growth.
from this blowgun hits a target, the flute casts hail of
thorns. 6 A small chalk slate. If finger nails are dragged across
it, it casts shatter.
6 A small box containing a number of fleas. If placed in
a creature's hair, the creature gains the benefit of the 7 A greasy salve which, if rubbed on the forehead, gives
jump spell. a creature the ability to detect thoughts.
7 A bird in a tiny cage. If consumed, it grants the eater 8 A rusted watering can. If used to water an area of
the effects of feather fall. ground, it creates a spike growth effect.
8 A foul smelling oil which, if rubbed on the body, 9 A megaphone which, used to yell "stop!" at a
replicates the sanctuary spell. humanoid, the target is affected by hold person. The
target hears the hag's voice
9 A severed, still bloody rabbit head which casts witch
bolt when held aloft by the ears. 10 A pair of glasses with cracked lenses which allow the
wearer to see invisibility.
10 A box of moths which, when opened, casts the sleep
spell. The moths land on any creature affected by the 11 A portrait of a noblewoman. If the face is clawed out,
spell. a target is affected by the blindess version of
blindness/deafness.
11 The bone of a saint, decorated with tarnished jewelry.
It can be used as an immovable rod once. 12 A ball and chain which casts the flaming sphere spell.
A spectral image of a man drags the ball of flame
12 A packet of smelling salts which fills the creature that behind him and obeys the user's commands.
smells them with a frenzied courage, replicating the
heroism spell. 13 A large, swollen mushroom. If squeezed, it releases
spores which grant any creatures that inhale them
13 A rotten tomato which, if thrown at a creature, casts the effect of the *aid spell, but also cause the target's
tasha's hideous laughter on the target. flesh to swell with fungus like growths.
14 A jar full of fireflies. If opened, the fireflies fly at 14 A pair of ladies gloves which cast the spider climb
nearby creatures and splatter against their bodies, spell.
creating the faerie fire effect.
15 A dusty bottle of beer. If chugged rapidly, the hag
15 A bottle of cloudy liquor. If consumed, it grants the promptly belches out agust of wind.
effect of the heroism spell. While active, the drinker
exhales smoke and harmless sparks. 16 A hand broken off of a statue with its index finger
extended. If the finger is brought to a creature's lips
16 A jar of pink salt which replicates the color spray and the creature says "shh!" it casts silence.
spell when thrown.
17 A wilted bouquet of flowers. If shaken violently, the
17 Shoes which, when the heels are clicked together petals fly off the flowers and turn into butterflies,
three times, cast expeditious retreat on the wearer. which cast calm emotions in the area that they fly in.
18 A turtle shell which allows the user to cast shield, 18 A tissue which, if a nose is blown into it, creates a
after which the shell cracks in half. web of mucus.
19 A severed human ear which, when whispered into, 19 A child's rag doll which. If a creature shakes the doll
casts the dissonant whispers spell. and says "mommy's coming home," it ignites and
turns into flame blade.
20 A small bottle of urine. If dripped into a creature's
eyes, it grants the creature the ability to detect 20 A snake which has been mummified in a perfectly
magic. straight shape. If thrown, it creates melf's acid arrow.

12
Type C (CR 5-6) Type D (CR 7-8)
d20 object d20 object
1 A bottle of tears which, when opened or broken, 1 A piece of rotten jerky. If a creature chews on the
casts sleet storm. jerky then exhales on a creature, the target is affected
by the blight spell.
2 A pickled devil tongue which, when chewed like gum,
bestows tongues for as long as the creature 2 A knight's gauntlet. The inside is coated with its
continues chewing. former owner's blood, and if a creature inserts its
hand into the gauntlet and coats it in the blood, it
3 A pair of scissors which, when snipped, cast gains the benefit os the staggering smite spell, but it
counterspell. can only be used with an unarmed or claw attack
4 A small jar containing fermented salamander offal. If made with that hand.
chewed and spat out, it casts fireball centered on the 3 A censer containing coals. If the coals are lit and then
location it lands. dumped on the floor, they tranform into magmins as
5 A creepy mask which allows the wearer to cast meld if summoned by the conjure lesser elementals spell.
into stone. 4 A pane of glass which, when broken, casts dimension
6 A feather duster which can cast dispel magic. door.
7 A porcelain doll dressed up in fancy clothes. If it 5 A lozenge which allows the creature sucking on it to
hears a joke, it begins laughing hysterically before unleash a scream that replicates the effect of a horn
dissolving into a pile of gore and casting the fear of blasting.
spell. 6 An earwig which, if placed in a creature's ear, grants
8 A coiled length of intestines. If a command word is them the benefits of possessing a weapon of warning
spoken, it animates and behaves as a rope of for one week.
entanglement for 1 hour. 7 The severed head of a mermaid. If held aloft, it casts
9 A small packet full of ants. If the ants are dumped control water.
into a creature's eyes, it grants the creatures the 8 A barbed devil's stomach, inflated with gases and tied
effects of eyes of minute seeing for one hour. shut. If opened, it sprays flammable liquid which
10 A child's skull. If a message is whispered into the replicates the wall of fire spell.
skull's ear, a ghostly child communicates the 9 A child's spinning top. If spun, it creates a confusion
message to a designated target as if with the sending spell centered on it.
spell.
10 A wolf skull. If a creature yells "bad dog!" at it and
11 An engagement ring taken from the hand of a smashes it on the ground, it creates a
zombie. It allows the wearer to cast vampiric touch. mordenkainen's faithful hound.
12 A small porcelain teapot. If the teapot is broken, it 11 A jar of insects. If poured on a creature, they rapidly
releases a cloud of psychedelic vapor which multiply until they cover its skin, then calcify,
replicates the hypnotic pattern spell. granting the creature stoneskin.
13 The severed head of an elf, heavily consumed by rot 12 The diary of a murdered princess. If the name of a
and wriggling worms. If cracked open above a corpse, creature within 60 feet is written in the diary, it is
the worms burrow into the corpse's flesh and transported to the Abyss as if with banishment.
animate it as a zombie.
13 A live toad. If the toad is strangled, a targetted
14 A small dish of paint made from the skull of a creature is transformed into a toad as if with a
stillborn fetus. The paint can be used to create a polymorph spell.
glyph of warding.
14 A child's colon. If the contents are squeezed onto
15 A half dozen raven wings stitched together and insects, they are affected by the giant insects spell.
bound with rope. If the rope is cut, the wings begin
fluttering frantically and create a windwall. 15 A greasy body salve which, if applied to the whole
body of a creature in a process that takes 1 minute,
16 A small, ornate wooden box. If opened, the last words grants it invisibility for 1 hour.
of a dying priest can be heard, replicating the effects
of mass healing word. 16 A white dove in a cage. If tied to a creature's arm with
thorn vines, the creature gains the benefit of freedom
17 A blown glass sphere filled with writhing shadows. If of movement. The dove dies after the spell ends.
broken, it releases demonic spirits which replicate th
spirit guardians spell (necrotic damage). 17 A silver spoon. If used to gouge a creature's eye out,
the eye becomes invisible and acts as an arcane eye.
18 A bottle filled with spiders. If the spiders are poured
onto a creature's eyes, they sew the creature's eyelids 18 A skull with an almost perfectly spherical tumorous
open, bestowing the effects of eyes of the eagle for 1 bone growth. If held aloft, it casts otiluke's resilent
hour. sphere. When the spell ends, the skull crumbles away.
19 A piece of broken glass taken from a stained glass 19 Highly flammable oil. If poured over a creature's body
window from a destroyed monastery. If used as a and ignited, it creates the chill version of fire shield.
monocle, it allows the wearer to cast the visual
version of clairvoyance. 20 A tiny cage containing a spectral infant. If opened and
a target is specified, the spectral infant flies towards
20 The skinned face of a fox. If tied to a creature's face, the target and latches onto it, replicating the
it grants the effects of haste. phantasmal killer spell.

13
Type E (CR 9-10) Type F (CR 11-12)
d20 object d10 object
1 A rotten gourd. If broken, it creates an insect plague 1 A collection of children's teeth which behave as
centered on the point where it was broken. beads of force.
2 A perfume bottle. If sprayed with the contents, a 2 A knife stained with the blood of an angel. If used to
creature is affected by the Slimy Doom version of carve the shape of an eye into a creature's forehead,
contagion. that creature gains truesight for 1 hour. This knife
can be used this way three times before losing this
3 A blood stained holy book. If a blasphemous property.
statement is spoken within 60 feet of it, it creates a
flame strike and is incinerated. 3 A a severed elf's jaw. If worn as dentures, it allows the
wearer to cast mass suggestion.
4 An eyeball in a jar of brine which, if shaken, casts
telekinesis. 4 The partially decayed head of a leper. If the phrase
"do not cry" is spoken within five feet of it, it shrieks
5 An ornate golden dagger. If stabbed into a dead as its flesh sloughs from its bones and a creature that
creature's chest and removed, it replicates the raise it can see is targetted by the harm spell.
dead spell, leaving no wound except a scar.
5 An arrow which, if exposed to a creature's blood,
6 A jar full of tiny, fleshy homunculi. If opened, they run behaves as an arrow of slaying when used against
to any designated creatures and pile onto their that specific creature.
wounds, fusing with their flesh and healing them as if
with mass cure wounds. 6 A severed foot, blackened and shriveled by frostbite.
If placed on the ground, it creates a wall of ice.
7 Black thorn vines which, if wrapped around a
creature's wrists, behave as dimensional shackles. 7 A pickled cockatrice in a jar. If removed from the jar
and its neck is twisted, it targets one creature with
8 A royal scepter with a lock of queen's hair tied to it. If the flesh to stone spell.
pointed at a creature, the holder can place a geas on
the target. 8 A black seed taken from Sigil. If planted, it creates the
wall of thorns spell. Weeping and muttering can be
9 An ornately painted egg. It broken, it creates a heard from within the thorns, and creatures damaged
cloudkill spell centered on the point where it was by the thorns feel an intense loneliness and curiosity.
broken.
9 A small, clockwork music box. If the phrase "it'll be
10 A whip which, if used to attack a humanoid, affects okay" is spoken near it, it opens and begins to play,
the target with dominate person. After casting the creating a circle of death centered on it.
spell, the whip crumbles to dust.
10 A pair of butcher knives. If smashed together, they
11 A severed orc hand. If held aloft and the Orcish word shatter into pieces which multiply to create a blade
for "stop" is spoken, the hand clenches into a fist and barrier.
casts hold monster.
12 A hammer with a bit of skull and hair still stuck to it.
If dropped on the ground, it creates a destructive
wave.
13 A coin which, if rotated between a creature's thumb
and forefinger, casts mislead on the creature.
14 The still animated head of a zombie. If a lullaby is
sung to it, it begins to attempt to sing along, creating
an antilife shell.
15 A tarnished crown which, if worn, creates a circle of
power.
16 A unicorn heart which, if crushed in a creature's bare
hands, grants the creature the benefits of the
banishing smite spell.
17 A tombstone which, if planted into the ground,
creates a wall of stone. The wall features epitaphs to
the humanoids the hag that made this item has killed.
18 A handful of winter wolf teeth. If chewed up, it allows
the chewer to exhale a cone of cold.
19 A stick of chalk which, if drawn in a circle on a wall,
creates the passwall effect. However, the passage
through is draped with cobwebs crawling with nasty
looking, though harmless, spiders.
20 A bundle of vines which can be used as the iron
bands of bilarro item. A creature restrained by these
vines is under the impression that they are an eladrin
prince or princess being held captive from their true
love.

14
Phobia
Hag Weaknesses The hag possesses an irrational fear of a particular type of
Some hags possess a supernatural weakness. These beast, such as snakes, spiders, or rats, or of a humanoid race
weaknesses can take a wide variety of forms, but can be such as orcs or gnomes. The hag is frightened while she is
utilized to grant a party enough of an edge to take on a hag aware of an instance of that creature within 30 feet of her.
that would otherwise be too powerful for them to take on This fear extends to creatures similar to the beast of
under normal circumstances. humanoid the hag is afraid of. For instance, a hag with a
phobia of spiders will also be afraid of phase spiders and a
Aversion to Mode of Speech hag with a phobia of orcs will also be afraid of half-orcs and
The hag cannot bear the sound of a specific manner of tanarukks. This effect is suppressed if all such creatures
speech, such as speaking in rhyme, using foul language, or within the area are restrained.
singing. When the hag hears an instance of that speech that
she has not yet heard that day, the following effects occur: Revulsion
Some hags bear an unreasonable revulsion towards a certain
An attack roll against the hag advantage if the attacker object or substance, being unable to willingly approach any
uses that manner of speech while making the attack. instance of it. Such objects of revulsion often take the form of
The hag has disadvantage on saving throws against spells cold iron, salt, roses, sage, garlic, silk, or a holy symbol of a
and other effects if the creature creating that effect uses particular deity. A hag will not willingly enter through a
that manner of speech during the casting. doorway, window, or other means of entrance that has its
The hag has disadvantage on an attack roll if the target object of revulsion above the entrance.
uses a reaction to use that manner of speech If a creature has an instance of the hag's revulsion on its
This particular form of weakness is very roleplay reliant, and person within clear sight, the hag has disadvantage on attack
should not be done in a more serious campaign, as it is an rolls against the creature. The creature also can't be
innately humorous weakness with inevitably humorous charmed, frightened, or possessed by the hag. Giving an
roleplay consequences. This weakness is best used with object of the hag's revulsion to a creature that is already
groups that enjoy unusual roleplay challenges. charmed, frightened, or possessed by the hag causes the
creature to have advantage on any new saving throw against
Cannot Lie it.
The hag cannot bear to say an outright lie. If the hag
knowingly says something outright false, she takes 1d6 Vulnerable to the Divine
psychic damage and is stunned until the end of her next turn. The hag has a crippling weakness to the power of the divine.
However, the hag can still mislead others through ambiguous The hag has disadvantage against spells cast by clerics,
wording, omission, or clever wording. paladins, druids, rangers, and any other divine spellcasters,
as well as by celestials. Additionally, the hag cannot avoid
Forbiddance notice by such spellcasters through magical means. Spells
The hag can’t enter a residence without an invitation from and magical effects to hide a creature from notice cast by the
one of the occupants. Any creature within a residence that hag, such as invisibility, nondetection, or pass without trace,
the hag has not been invited into cannot be charmed or do not effect divine spellcasters. Divine spellcasters will
frightened by the hag. always be able to see the hag's true form, regardless of
whether that hag is invisible or shapeshifted.
Odor Sensitivity Divine Enemy. Some hags that bear this weakness
The hag is incredibly sensitive to the odor of a particular possess a particular enmity towards a specific deity. These
substance, such as roses, mustard, or garlic. While within 30 hags cannot charm, frighten, or possess a creature that
feet of this substance, the hag is poisoned. Such hags usually genuinely worships their hated deity, nor can the hag
carry some means of countering those odors, such as willingly pass through a doorway with that deity's holy
smelling salts or some a mask filled with herbs, though symbol above it. However, that hag can identify any creature
utilizing one of these often comes at the cost of occupying that worships that god by smell up to a mile away, and has
one of the hag's hands or preventing her from being able to advantage on attack rolls against a creature that worships
provide verbal or somatic spell components. that deity.
Obsessive Counter
If the hag witnesses a container of a large number of small
objects, such as rice, sand, or beans, be spilled, she must
succeed on a DC 15 Wisdom saving throw or be compelled to
stop doing whatever she was doing and devote herself
entirely to the task of counting every single instance of the
object. The hag remains like this for 1 hour or until she takes
damage.

15
Miss Millie offers many services, though she always
Non-Evil Hags expects payment of some sort. The least of these services is
Though rare, it is not unheard of for a hag to gain sympathy fortune telling, which she will usually provide in exchange for
for those she once tormented, becoming neutrally aligned or food or gossip. Her more powerful magical services, though,
even good in extreme cases come with a greater cost to those that can pay.
Interestingly, hags that deny the wickedness of their nature She has already stolen the soul of one of the high ranking
are not shunned by their sisters. Hags value self-sufficiency members of the cult and used it to create a scarecrow that
and independence above all things. A hag that turns away she calls Old Johnny Legbones. Since the death of one of
from evil is still acting according to her own judgment. their number, the remaining Six-Fingered Gentlemen have
They're regarded in a manner similar to how one might think realized that some sinister force has targeted them and have
of a misguided relative, but they are still shown the begun to take precautionary measures.
appropriate respect as determined by their rank. Mother Othar. This portly, chaotic good green hag has
Good-aligned hags are just as cunning as fierce as their evil taken up the role of caretaker of a rural shrine to Eldath.
kin. However, their innate nastiness has been redirected Though she does not worship the goddes, Mother Othar
towards the destruction of evil. A demon that makes an cares deeply for the people that come visiting the shrine in
enemy of a good-aligned night hag is sure to regret their search of peace and healing, and she dutifully keeps the
actions when they find their truename distributed throughout shrine in pristine condition, ensuring that the magical healing
all the forces of good and their cultists turned away from their properties of the pond remain unsullied.
worship. A dragon that destroys a good-aligned green hag's Mother Othar is well known as a green hag, and this
lair will find that its treasure is constantly stolen by flocks of reputation attracts the attention of other hags, who
thieving crows. No matter how she is aligned, a hag is still a occassionally attempt to pollute the waters of the shrine.
hag. She doesn't simply want to win, she wants her enemy to However, Mother Othar is incredibly sharp, and she has a
know that they lost. myriad of traps and alerts set up to prevent just this. So far,
no hag has managed to get past her, a fact which she is
Sample Non-Evil Hags incredibly proud of.
Non-evil hags are as varied and unique as any other hag. Silly Sally Saltdrink. Sally is an eccentric old biddy to say
Angr Jotunsmor. This somewhat senile, chaotic good the least. This chaotic neutral sea hag spends most of her
annis has dedicated herself to civilizing a tribe of ogres. She time trawling the beaches, searching for good company. She
dotes over the ogre whelps, teaching them rather confused is a bit of a local legend, and the fisherman know not to be
lessons about kindness and good manners. She believes very frightened when the scrawny old thing drags herself out of
strongly in the prophecy that a king will someday emerge the water to have a little chat, especially when indulding her
from the town of Hartsvale to restore the giant kingdom of always leads to a fantastic haul for the day.
Ostoria to its glory, and when that day comes she wants her However, the bay was recently invaded by a tribe of
little boys and girls to be ready to follow their king. merrow, who have made a nuisance of themselves by
Despite her failings and eccentricities, the ogres of her attacking and killing the fishermen that Sally so enjoys
tribe love her and treat her with awe and bewildered respect, talking to. Being that the merrow are poor conversationalists
as it is because of her wisdom and care that they have themselves, Sally has decided to rid the coast of these
survived for as long as they have. They humor her stranger bothersome pests so that she can go back to enjoying her
fancies because they recognize how beneficial she is to the morning chats with her friends.
tribe, and any one of them would defend her to the death. Sister Loman. Northeast of Silverymoon, the roads are
The firbolg communities living in the wilderness near plagued by orcs, goblins, and other bandits. These thieves
Hartsvale know of Auntie Angr, as they call her. They have take advantage of vulnerable merchants traveling through the
come to learn that they can trust the meddlesome but well mountains, setting up ambushes and traps around every turn.
meaning hag. A few have even married the ogres of Angr's However, these thieves fear to travel during the winter.
tribe, much to her delight, and the ogrillon children of such Stories tell of a withered old crone who lives high up in the
unions have the peaceful souls and deep rooted courage of all mountains and stalks the winter skies, searching for dinner.
firbolg and the might and power of ogres. They say that if you hear screams in the night, that you
Lady Mildred Outwardly. There is a poison in the city of should close your eyes. You won't like what you see if you
Waterdeep. A cult of merchants known as the League of Six- don't.
Fingered Gentleman strangles the economy with monopolies This terror of the north is in fact none other than Sister
and increasingly deplorable business practices. Though a Loman. This foul-tempered, chaotic good bheur hag
self-proclaimed sect of the church of Waukeen, they are in possesses a highly developed, though very idiosyncratic,
fact a heretic cult dedicated to the demon lord Graz'zt. sense of morals. She refuses to kill any honest mortals, but
However, they have a powerful and unexpected enemy: a bandits are immediately on her menu.
neutrally aligned night hag with a deep seated grudge against
Graz'zt.
Lady Mildred Outwardly, Miss Millie to her friends,
disguises herself as an old human woman and lives as a
beggar. She never settles in one spot for long, but roams from
one fetid alley to the next with all her belongings carried in an
ungainly basket on her crooked back. She busies herself day
to day with tending to the sick and feeble among the beggars
of Waterdeep

16
She prefers to remain undisturbed, so she has no qualm with
allowing rumors of her to paint her as a terrible monster. Covens
However, she will not tolerate undue suffering on the part of
those who use her roads. She dedicates herself to ensuring Coven Challenge Ratings
that the roads are safe to pass through. Her graystaff is Hags despise cooperation, but they form covens because of
equipped with straws tied to it like a broom and is able to the incredible power that these covens grant them. Even
sweep away massive snowdrifts, and her innate magic allows weak hags can wield incredible power when they ally with
her to soothe vicious snowstorms. their sisters. What follows is a list of the relative challenge
Non-Evil Hag Names
ratings of a coven composed of various combinations of hags:
d12 Title First Name Last Name Hag Covens
1 Aching Agnes Blackpalm Hag 1 Hag 2 Hag 3 CR
2 Auntie Beatrice Broomeater Annis Annis Annis 20
3 Cranky Dolores Dirtmouth Annis Annis Bheur 20
4 Creaking Eleanor Doghair Annis Annis Green 19
5 Dame Ethel Fatslab Annis Annis Night 20
6 Foulmouthed Gertie Grimweaver Annis Annis Sea 19
7 Granny Lola Gumtooth Annis Bheur Green 20
8 Hunchback Muriel Rootgnaw Annis Bheur Night 20
9 Meddling Polly Scumscrub Annis Bheur Sea 20
10 Nanny Sally Smearsmock Annis Green Night 18
11 Old Tammy Sootcheek Annis Green Sea 16
12 Sour Zelda Stairsweeper Annis Night Sea 17
Bheur Bheur Bheur 21
Non-Evil Hag Reproduction. The reproductive cycle of a Bheur Bheur Annis 21
hag is a gruesome thing, requiring the consumption of a
humanoid infant. This necessity remains, even when a hag Bheur Bheur Green 20
has renounced evil. As such, non-evil hags reproduce far less Bheur Bheur Night 20
frequently than their wicked sisters. However, very few hags
have compunctions about consuming a stillborn or sickly Bheur Bheur Sea 20
infant so that their parents might have a few more years of Bheur Green Night 19
cherishing their child before losing them. As many non-evil Bheur Green Sea 17
hags will act as midwives, especially for difficult births, they
will often be present for a stillbirth. Many have even Bheur Night Sea 19
developed a sixth sense for knowing where to go for a Green Green Green 18
stillbirth.
Non-Evil Hags and Covens. A good-aligned hag sees no Green Green Annis 17
conflict with partnering with evil-aligned hags if their goals Green Green Bheur 18
align. Good-aligned hags often ally themselves with their evil Green Green Night 16
sisters seeking revenge against a powerful enemy. This may
be the downfall of a tyrant, the destruction of a fiendish cult, Green Green Sea 14
or the death of a powerful dragon. Just like in any coven, the Green Night Sea 15
members will attempt to sabotage one another while
furthering their own goals, and the good-aligned hag is no Night Night Night 15
different. She will do everything in her power to undermine Night Night Annis 19
the evil that her sisters attempt to enact. Night Night Bheur 20
Night Night Green 17
Night Night Sea 16
Sea Sea Sea 11
Sea Sea Annis 16
Sea Sea Bheur 17
Sea Sea Green 13
Sea Sea Night 14

17
Elder Covens Despair. These hags seek to spread misery and despair
through the world. They snuff out hope, sap away free will,
An elder coven is a coven comprised entirely out of elder and drain people of the means to improve themselves until all
hags. This gives the coven access to all the spells of a that is left is to wait for death.
standard coven, plus even higher level spells that make them 1st level (4 slots): bane, charm person, dissonant whispers
incredibly dangerous 2nd level (3 slots): blindness/deafness, silence
For casting these coven spells, each hag is a 17th-level 3rd level (3 slots): fear, hypnotic pattern
spellcaster that uses Intelligence as her spellcasting ability. 4th level (3 slots): confusion, greater invisibility
The spell save DC is 14 + the hag’s Wisdom modifier, and the 5th level (2 slots): dominate person, modify memory
spell attack bonus is 6 + the hag’s Intelligence modifier. While 6th level (1 slot): eyebite
all three members of a hag coven are within 30 feet of one Elder Covens. An elder coven has access to these
another, they can each cast the following spells but must additional spells.
share the spell slots among themselves: 7th level (1 slot): symbol
Standard. 8th level (1 slot): feeblemind
7th level (1 slot): symbol 9th level (1 slot): power word kill
8th level (1 slot): feeblemind
9th level (1 slot): imprisonment Flesh. Hags of these covens seek control over the bodies of
Death. both themselves and others. They love to create
7th level (1 slot): finger of death abominations and graft wretched flesh onto new victims.
8th level (1 slot): antipathy/sympathy 1st level (4 slots): cure wounds, inflict wounds
9th level (1 slot): power word kill 2nd level (3 slots): alter self, enlarge/reduce, ray of
Nature. enfeeblement
7th level (1 slot): fire storm 3rd level (3 slots): gaseous form, slow
8th level (1 slot): control weather 4th level (3 slots): polymorph, stoneskin
9th level (1 slot): storm of vengeance 5th level (2 slots): awaken, contagion
Prophecy. 6th level (1 slot): flesh to stone
7th level (1 slot): project image Elder Covens. An elder coven has access to these
8th level (1 slot): telepathy additional spells.
9th level (1 slot): foresight 7th level (1 slot): simulacrum
8th level (1 slot): clone
New Coven Types 9th level (1 slot): true polymorph
Covens come in as many shapes and forms as hags Psionics. Some hags, particularly those hags of the deep
themselves, and every coven is unique. Many will research caverns and dark depths of the sea, have born witness to the
their own spell lists in pursuit of their own personal ineffable powers of mind flayers and aboleths. Through both
philosophies. Volo's Guide to Monsters examined three such arcane rites and psionic study, a hag coven may discover a
covens: Death, Nature, and Prophecy. This supplement strange alchemical formula which, when used to pickle a
introduces more. humanoid brain, grants psionic powers to the members of
the coven that consume it.
Blasphemy. Hags of these covens seek to undermine the This coven behaves identically to a standard coven, except
power of the gods, and often ally with fiends in their pursuit that the members cast their spells without needing any
of this goal. They seek to see all that is good corrupted to evil components.
and all that is pure sullied by wickedness. 1st level (4 slots): charm person, command, sanctuary
1st level (4 slots): armor of agathys, charm person, hellish 2nd level (3 slots): phantasmal force, see invisibility
rebuke 3rd level (3 slots): clairvoyance, fear
2nd level (3 slots): crown of madness, suggestion 4th level (3 slots): confusion, phantasmal killer
3rd level (3 slots): fear, vampiric touch 5th level (2 slots): dominate person, telekinesis
4th level (3 slots): banishment, blight 6th level (1 slot): disintegrate
5th level (2 slots): contact other plane, hallow Elder Covens. An elder coven has access to these
6th level (1 slot): mass suggestion additional spells.
Elder Covens. An elder coven has access to these 7th level (1 slot): reverse gravity
additional spells. 8th level (1 slot): feeblemind
7th level (1 slot): plane shift 9th level (1 slot): weird
8th level (1 slot): glibness
9th level (1 slot): power word kill

18
Non-Evil Covens Harvest. The lives of all mortals revolves around the harvest,
and those hags of the harvest coven strive to ensure that the
Some covens choose to channel the divine magic of nature crops and livestock of the mortals they watch over are healthy
rather than wielding the crooked arcane magic of other and plentiful. These hags are masters at making the most out
covens, striving to preserve instead of pervert. These covens of what they can find, able to make even meager harvests able
recognize the power of the gods of nature and pay respect to to sustain a village through a harsh winter.
them, but hags are still hags, so they do not worship the gods. 1st level (4 slots): animal friendship, goodberry, purify food
These covens are almost exclusively comprised of non-evil and drink
hags, as evil hags typically lack the inclination to pay respect 2nd level (3 slots): gust of wind, locate animals and plants
to any being other than themselves. However, it is not 3rd level (3 slots): plant growth, speak with plants
impossible for such a coven to contain at least one evil hag, 4th level (3 slots): grasping vine, locate creature
and many hags consider one evil member a necessary 5th level (2 slots): awaken, commune with nature
component for a true coven. 6th level (1 slot): heroes' feast
For casting these coven spells, each hag is a 12th-level Elder Covens. An elder coven has access to these
spellcaster that uses Wisdom as her spellcasting ability. The additional spells.
spell save DC is 12 + the hag’s Wisdom modifier, and the 7th level (1 slot): fire storm
spell attack bonus is 4 + the hag’s Wisdom modifier. While all 8th level (1 slot): control weather
three members of a hag coven are within 30 feet of one 9th level (1 slot): storm of vengeance
another, they can each cast the following spells from the
druid's spell list but must share the spell slots among Soothing. Life contains much pain, and the kindest hags see
themselves: it as their duty to lessen that pain as much as possible. They
1st level (4 slots): charm person, detect magic move from village to village, healing wounds, curing diseases,
2nd level (3 slots): enhance ability, moonbeam, pass and rooting out cruelty at its source.
without trace 1st level (4 slots): cure wounds, detect poison and disease
3rd level (3 slots): daylight, dispel magic 2nd level (3 slots): lesser restoration, protection from
4th level (3 slots): confusion, polymorph poison, zone of truth
5th level (2 slots): planar binding, scrying 3rd level (3 slots): protection from energy, remove curse
6th level (1 slot): sunbeam 4th level (3 slots): locate creature, stoneskin
Elder Covens. An elder coven has access to these 5th level (2 slots): greater restoration, mass cure wounds
additional spells. 6th level (1 slot): heal
7th level (1 slot): mirage arcane Elder Covens. An elder coven has access to these
8th level (1 slot): sunburst additional spells.
9th level (1 slot): shapechange 7th level (1 slot): regenerate
8th level (1 slot): antimagic field
Fate. Hags who seek to understand the twisting turns of fate 9th level (1 slot): true resurrection
and to soothe the journey of those at its mercy may form a
coven to gain insight into the threads that bind the multiverse Coven Items
together. These hags become imperious and steadfast,
completely unshakable in their certainty of all things, and Hag covens enable the members to create any number of
they begin to see it as their duty to ensure that fate plays out unusual items. The hag eye is the most common item created
as it is intended. by a coven, but it is far from the only item that a coven can
1st level (4 slots): detect magic, longstrider craft.
2nd level (3 slots): animal messenger, hold person, locate
object Miscellaneous Items
3rd level (3 slots): call lightning, feign death A coven of hags can craft approximations of typical magic
4th level (3 slots): dominate beast, locate creature items that aid spell casters. Of course, these items reflect the
5th level (2 slots): geas, scrying love of the macabre that all hags share. For ideas, you can
6th level (1 slot): find the path reference the Strange Qualities table on page 7.
Elder Covens. An elder coven has access to these Pate of Power
additional spells. A pate of power is a very valuable tool for a coven, and it is
7th level (1 slot): reverse gravity relatively easy to make. It is humanoid head that has been
8th level (1 slot): earthquake mummified and shrunken down to a size that can easily fit in
9th level (1 slot): foresight the palm of a hand, and it possesses the powers of a pearl of
power, except it is only able to recover slots of the coven's
spellcasting option.

19
Ring of Spell Storing Harridan's Tome
A coven like to make a ring of spell storing look unassuming This roughshod book is bound in leather made from the skin
or unappealing. Typical forms include a tarnished brass ring, of children and possesses one baleful eye in its center.
a jagged loop of rusted wire, a small circlet of thorn vines that A harridan's tome is crafted by a hag coven, though many
dig painfully into the skin of the wearer, or even living individual hags possess a harridan's tome which they stole
creatures such as a tick that must be allowed to feed on the from a coven they abandoned or recovered from a coven that
wearer in order to work or a spider that wraps its legs around was destroyed. Though a lone hag typically cannot make use
the wearer's finger before transforming into iron. of the spells within a harridan's tome herself, the tome makes
Sprog of Absorption
her a very desirable member of a coven.
Spellbook. A hag can transcribe any spell that she
A sprog of absorption is difficult to craft, but is well worth it encounters into the harridan's tome in a process takes 2
for the coven that manages to craft it. It is a mummified hours per spell level. The hags in the coven can switch out
humanoid infant that possesses the powers of a rod of any of their prepared spells for those recorded in the tome
absorption. This tool is often a source of much contention in during a long rest. Additionally, the hags can perform any
the coven that makes it, as it is incredibly powerful. spell recorded in the tome as a ritual if possesses the ritual
tag, though they must remain within 30 feet of one another
Brew of Trouble for the duration of the ritual.
The brew of trouble is one of the most powerful forms of Dreaming Intelligence. The real value of a harridan's
alchemy known to hag kind. It can only be crafted by a hag tome is the malicious intelligence imbued within it. While not
coven and requires the hags to gather a myriad of esoteric being utilized, its spirit dreams of dark magic. Occasionally
ingredients, which can take years or even decades, and these dreams may result in the tome spontaneously
demands constant attention during the brewing process, generating the recipe for a powerful hag potion, new lore on
which can last for days or even weeks. However, the results alchemical properties, or entirely new spells.
are well worth it, as the completion of the brew results in the Beacon. The harridan's tome resents being touched by any
twisting of fate to the will of the hags that concocted it for a creature other than a hag. If separated from its hags, the
full season, or even a year. tome will strive to return to them by whatever means
The brew of trouble can affect any number of the following possible. While open, the tome can produce a beacon which
changes: reaches up to 100 feet vertically from it and passes through
The weather patterns in the area are altered. any material less than 1 foot thick. While the beacon is being
Events transpire in a manner fitting the plots of the hags. produced, all hags within 100 miles of the tome can sense it
Crops and livestock thrive or wither. and know exactly which direction it is in. Any creatures
A certain variety of creature (such as chimeras), type of studying the tome cannot perceive this beacon.
creature (such as dragons), or race of creature (such as Mischief. Even separated from hags, the tome strives to
orcs) become more or less numerous. create misery and havoc in whatever way it can. Though
Planar boundaries are weakened. normally indecipherable to any creature other than a hag, the
Children born during this time are more likely to possess tome can make itself comprehensible to any creature that can
certain characteristics, such as gender, particular features, read at least one language if it chooses to. However, any spell
or some variety of abnormality such as deformities or the cast using the tome will inevitably result in some unforeseen
possession of wild magic. negative consequence on the part of the caster.
The more changes the hags strive to enact, the longer the Three-Rule-Staff
brew takes to complete. In addition, once completed, the A three-rule-staff is, in actuality, three staves which behave as
brew must remain in its pot for the duration of the season or a staff of power (or even a staff of the magi in the case of an
the changes will not hold. elder coven), all sharing charges among them. A three-rule-
If a creature drinks from the brew, it gains an unnatural staff is a very advanced creation which replaces the coven
insight into the changes wrought by the brew, though at a spellcasting of a typical coven. The benefit of a three-rule-staff
cost. Whenever the creature is present for an event that is is that is possesses a significantly increased range over the
heavily influenced by the brew, such as a freak storm or a typical coven spellcasting. So long as two coven members
cursed birth, the creature is poisoned for duration of the remain within 30 feet of one another, the third coven member
event. Prior to the event occurring, the creature will be can travel up to 100 miles away without the three-rule-staves
overcome with a wave of debilitating nausea and experience losing the ability to expend charges and cast spells.
visions that give it an understanding of the nature of the A three-rule-staff takes a year and a day to create. It can be
events about to take place. Additionally, the creature is also made using any three staves, rods, rods, brooms, or any other
poisoned while the hags that made the brew are within 60 similarly shaped tools that the the coven members want.
feet of it. Many covens will use tools that they already possess, such as
a broom of flying or a bheur hag's graystaff, The three-rule-
staff retains the original properties of these items, if any.

20
Unique Covens The malign magic of Mahogra and her daughters has
corrupted the plentiful life energy of the Bosom of Melora,
Covens come in many shapes and sizes. What follows are a resulting in monstrous sea life throughout the waters.
handful of interesting covens that can be easily included in a Aquatic creatures are especially plentiful within 6 miles of
campaign. For reference sake, each coven includes its the island, and monstrous sea life with an Intelligence of 2
relative challenge rating or lower is charmed by Mahogra and her daughters and
obey their commands.
The Daughters of Mahogra Coral and kelp grow in abundance within 6 miles of the
Challenge Rating: 20 island, presenting hazards to seafaring vessels. Reefs are
Once, the dread sea hag Mahogra terrorized the entire coast often difficult to identify and easily sink ships, and kelp
of a nation. Ruling her three daughters with an iron fist, she readily tangles up the oars of smaller ships.
commanded them to blight the seas and coasts with their When Mahogra's spirit is banished or all her daughters
wretched influence. However, when she was slain by a band slain, the influence of the sea hag is removed from the
of adventurers, her daughters went their separate ways. island's natural effects. Beasts are no longer under their
Recently, though, dreams sent to all three by their mother's control, and coral and kelp are less hazardous to sea vessels.
lingering spirit have compelled them to return to their This coven possesses the following unique coven
birthplace. spellcasting list:
One Last Call. When the three daughters returned to their
mother's island, the Bosom of Melora, they discovered that 1st level (4 slots): fog cloud, grease, witch bolt
her spirit lingered on in the island. Once they reforged their 2nd level (3 slots): gust of wind, shatter
coven, they found that her malign soul enabled them to 3rd level (3 slots): sleet storm, stinking cloud
control the weather, disguise the rocky coast of their island as 4th level (3 slots): conjure minor elementals, control water
welcoming and fair, and send dreams to passing sailors. Now 5th level (2 slots): cone of cold, conjure elemental
they follow the orders of their mother one last time in the 6th level (1 slot): chain lightning
pursuit of the ultimate goal: the heart of the ocean itself. Aching Ambraga
Milk of the Sea. The island that Mahogra claimed for Ambraga was once a sea hag. However, she sought to escape
herself is not simply any island, it is a holy place overflowing the limitations of her mother, so she became a carey hag (see
with the energy of the goddess Melora. It is this energy which page 27). She made a name for herself as a terror of the seas
Mahogra seeks to harness. She knows that with a particular far and wide, but when she received the dream summons
ritual that her daughters can perform, she can be given flesh from her mother she returned home. Now she continually
once more and return to life as a kraken with all the prowls the boundaries of their territory, seeking victims and
sorcerous powers of an elder hag. It is simply a matter of potential allies to turn against her sisters.
manipulating them to do so. She has a number of trained sea birds, including a flock of
Lair Actions. On initiative count 20 (losing initiative ties), storm petrels and an albatross. The storm petrels she uses to
the spirit of Mahogra takes a lair action to cause one of the spy on ships, learning the names of crew members so that
following effects; the spirit can't use the same effect two turns she and her sisters can target them with dream spells. Her
in a row. albatross she uses to lure distant ships to the island.
The voice of Mahogra rocks the caverns. All creatures of Stinking Kurula
Mahogra's choice within her lair are subjected to the
command spell (DC 16), with all creatures subjected to This elder sea hag is the only one of her sisters to remain on
the same command. her mother's island. Unlike her sisters, she remained a sea
Mahogra compells up to three creatures with an innate hag. She seeks to usurp her mother's power and continually
swimming speed to make one weapon attack against a gorges on any food she can find in an attempt to become
specified target. If the creature is not loyal to her or her strong enough to do so. Her hideously swollen corpulence is
daughters, it can resist the command on a successful DC continually attended to by an array of sea spawn (Volo's
16 Wisdom saving throw. Guide to Monsters pg 189) that carry oozing plates and
stinking bowls of fish, coral, and seaweed.
Lair Effects. The daughters of Mahogra can harness the
power created by the lingering spirit of their mother while Monstrous Gakara
within their lair, empowering them with the ability to cast the Gakara is the only one of Mahogra's daughters to remain
following spells once per day each without material loyal to her mother. She followed the urging of her mother's
components: control weather, dream, mirage arcane, and lingering spirit and sought the deepest depths of the ocean,
scrying where she learned many terrible secrets under the tutelage of
Regional Effects. The region near the Bosom of Melora is aboleths, krakens, and other wretched creatures of the deep.
warped by the island's natural power and twisted by Through their teachings, she became a deep hag (see page
Mahogra's influence, which creates the following effects: 31). Now she returns to the Bosom of Melora with the
enlightenment of madness. She busies herself preparing a
number of crystals on the surrounding ocean floor to initiate
the ritual.

21
Daughters of Sora Kell Sora Teraza
Challenge Rating: 23 “It is time to set this wheel in motion.”
The Daughters of Sora Kell are a group of three hags who Sora Teraza is an elder dusk hag and serves as the guiding
unified to found the monstrous nation of Droaam on the land wisdom behind the coven. It was her proposal to unite and
of Khorvaire. Here, the monstrous races such as goblins, found Droaam that prompted her sisters to join forces with
ogres, trolls, harpies, gnolls, orcs, and shifters find a peace her. Appearing as an old, bent crone, she wears a hood pulled
and acceptance that they could not find anywhere else on down to her eyes to disguise her ruined eyes. Despite her
Eberron. blindness, though, her prescience is such that she can
The hags are the main driving force behind the rising perfectly perceive her surroundings.
nation of Droaam.. They founded the city of the Great Crag Like all dusk hags, Sora Teraza is driven by her visions.
within the mountain of the same name, from which they rule She is always cryptic and strange, and her words do not
their fledgling nation through magic, prophecy, cunning, and always benefit those who hear them. She often withholds
the loyalty of the fanatical regiments of trolls and ogres that information from her sisters or shares secrets with enemies,
are devoted to their queens. and only she could say why she does this. She merely says
As of now, their true motives are unknown. They ally with what needs to be said in order to set events into motion.
House Tharashk, to the mutual benfit of both. The nation of Before she set out to convince her sisters to create
Droaam sends laborers and mercenaries to the aid of their Droaam, she wandered the Demon Wastes in search of
allies in exchange for wealth and intel, and in return House ancient knowledge.
Tharashk is granted the exclusive right to mine the plentiful Sora Kell
mineral resources of Droaam.
This coven uses a three-rule-staff (see Coven Items) with The mother of the founders of the nation of Droaam is a
the powers of a staff of the magi. All three components of the dangerous creature. Wielding power to rival even the rajahs
three-rule-staff were made on existing rods of rulership, of the rakshasa, she has roamed the lands of Khorvaire and
which the components still retain the abilities of. the planes beyond since before the end of the Age of Demons
seeking mystical knowledge and true understanding of the
Sora Katra shape of all things. Her wanderings have lead to every corner
”We live in a world filled with illusions, a world of of existence, and many claim that she is in fact an aspect of
changelings and hidden fiends. I myself have worn a the Traveler itself.
thousand faces and more, for each story calls for something Though spoken of in hushed whispers in myth, there has
new.” not been a confirmed sighting of her in over a century. Some
believe that she is content to simply watch her daughters
Sora Katra a neutral evil elder green hag and the heart and come into greatness from afar. Others do not believe that a
soul of the nation of Droaam. She is a great orator and the being of such power could be content to simply watch the rise
monstrous folk that comprise Droaam's citizenry truly love of others, and they fear that she is working on a spell to shake
her. To her people, she is an implacable guiding force, but to the planes themselves. Others believe that she became
her foes she is a wily and deadly enemy. trapped on a remote plane of existence such as Dal Quor,
Sora Katra has many far reaching schemes. There are Kythri, or Xoriat, and that she merely bides her time until she
many hundreds of stories of Sora Katra in which the can return to Eberron once more.
apparent victory of her foes was eventually revealed to merely
be the subtle machinations of the hag queen. The people of
Droaam claim that she weaves the fates of her enemies upon
her loom, trapping them in dooms that they cannot escape.
Over long years she has acquired many titles from both friend
and foe alike, such as "Mistress of the Mires", "Lord Koltan’s
Doom" and "the Spinner of Gold and Lies."
Before her alliance with her two sisters, she haunted the
Shadow Marches for generations. When Sora Teraza first
proposed the plan to her, she is said to have seen it as an
interesting mental challenge.
Sora Maenya
“Blood and fear, the sweetest of smells.”
Sora Maenya is an elder annis hag and the iron fist of the
Daughters of Sora Kell. Her strength is legendary, and tales
speak of her endless appetite for flesh and souls. Sora
Maenya is particularly feared for her ability to imprison the
souls of her victims to their skulls for use as ingredients in
magic and defenses against intrusion.
Before her alliance with her sisters, she terrorized the
Eldeen Reaches. The opportunity for bigger, better and more
meaningful fights was the main reason she agreed to Teraza's
proposal.

22
Mondiwr, The Blue Coven The Nanas of Goldenfields
Challenge Rating: 22 Challenge Rating: 20
Mondiwr, The Blue Coven is one of the oldest covens of sea The Nanas of Goldenfields are three chaotic good hags who
hags in the multiverse. Though these three elder sea hags have dedicated their lives to the protection and enrichment of
were once individuals, their minds have long since collapsed Goldenfields.
into one singular entity which occupies all three bodies This coven uses the Harvest coven variant described
simultaneously. Now Mondiwr serves Olhydra, the Crushing above.
Wave, in her palace of black coral on the Plane of Water.
The three bodies of Mondiwr count as different monsters Nana Kaltenhand
for the purposes of initiative count and performing saving Nana Kaltenhands is as gaunt and withered as her other
throws. There is no upper limit to the physical distance that bheur hag kin, but unlike them she is kind. Rather than using
can be between the three bodies of Mondiwr, but she can only her greystaff as a tool for spreading cold and misery, Nana
cast coven spells while all three of her bodies are within 30 Kaltenhands uses it as a butter churn, which she is adamant
feet of one another. is a far better use for it. She is one of the most skilled beings
A single body of the coven cannot be charmed or in the world with dairy, and the quality of her butters and
frightened unless all three bodies are charmed or frightened cheeses is legendary across the Sword Coast. However, the
at the same time by the same effect. greatest pride of Nana Kaltenhands is the ice cream that she
This coven possesses the following unique coven makes and happily indules local children with.
spellcasting list: Nana Applebaum
1st level (4 slots): armor of agathys, arms of hadar, hex Nana Applebaum is an annis hag with a face like smiling,
2nd level (3 slots): detect thoughts, ray of enfeeblement dried apple and a bawdy sense of humor that could make
3rd level (3 slots): lightning bolt, vampiric touch even a well seasoned mercenary blush. She is tall, powerful,
4th level (3 slots): blight, control water observant, and kind. She busies herself with the well being of
5th level (2 slots): dominate person, hold monster the livestock of Goldenfields, overseeing their care with a
6th level (1 slot): create undead sharp eye and a firm but gentle hand. Able to lift and carry an
7th level (1 slot): plane shift entire cow herself and possessing unparalleled knowledge of
8th level (1 slot): dominate monster animal husbandry, Nana Applebaum is an invaluable member
9th level (1 slot): power word kill of the Goldenfields community.
Nana Goldenkraut
Nana Goldenkraut is a green hag who busies herself
constantly with the well being of the crops of Goldenfields. At
all hours of the day and night she can be seen shuffling
through the fields, inspecting leaves and stems for any signs
of mold or insect damage with a critical eye. She takes any
damage to her plants as a personal offense and has a whole
arsenal of strange magical charms and trinkets designed to
exterminate pests and vermin.
Though she is stern and off putting, she cares deeply for
the wellbeing of Goldenfields and has established many
unseen defenses throughout the surrounding countryside,
which she maintains as she patrols the sky in her flying
wheelbarrow.

23
The Pock Eyed Ladies The White Oracles
Challenge Rating: 11 Challenge Rating: 22
This coven of three sea hags seek to bring ruin and misery to This trio of hags strive to know when the gods and, ultimately,
the world. They navigate the oceans of fate, seeking the the universe itself will die. They reside in the Hive, the slums
points in the flow of time where events converge and applying of the metropolis of Sigil, where they act as fortune tellers for
a push to send things toppling into despair. vagrants and provide enlightenment on the topics of
All three of the Pock Eyed Ladies are blind, their eyes dissolution and emptiness to members of the Dustmen and
having been gouged out long ago, and can only see through Doomguard factions.
the coven's hag eye. Because they are blind, they developed a This coven uses the Prophecy coven variant introduced in
special ritual to replace their hag eye, which takes a full 24 Volo's Guide to Monsters pg 58.
hours to perform rather than the usual 1 hour. As a result,
they keep the eye on them at all times and are extremely Baba Nana
protective of it. They also only have a single tooth to share This elder marzanna hag has long sought the understanding
between the three of them, having bartered away all their of when all things will die. She has acted as an oracle for
other teeth for magical boons, and only one can eat at a time. many powerful beings during her travels through the planes,
The Pock Eyed Ladies fly from place to place in a cauldron from dracoliches to vampire lords to even Orcus and Vecna
that is just barely big enough to fit the three hags. This himself. She has no tongue, having cut it out long ago, and
cauldron is also used to create the Brews of Trouble that they when she wishes to speak she magically places the words
use to enact their wicked visions. They ply their services as into the mouth of another creature. Those who seek her
oracles to the desperate, and they wear veils to conceal their council find it unnerving that their mouths move of their own
ugliness when they must meet with humanoids. accord.
This coven uses the Prophecy coven variant introduced in Dearie Drochrath
Volo's Guide to Monsters pg 58.
Dearie Drochrath is a bheur hag with a bone to pick against
Dreadful Deino the gods. All the gods. She considers any creature that
This sea hag is tall and rail thin, and wears a headdres receives the worship of others to be an enemy, and views any
composed of swan wings. She is capable of smelling beauty creature that worships another being to be worthy of disdain
and when mortals approach her seeking advice she demands and death. As such, she has made many powerful enemies
a sacrifice of beautiful flesh. She takes particular pleasure in throughout the planes. Hence her fondness for Sigil, where
seeing the mutilations that she inflicts on her meals as she she is free from the immediate retribution of the many gods
devours them. whose temples she has defiled and petitioners she has slain.
Now she lends aid to any who seek to deal a blow to the gods,
Horrific Enyo whether good or evil.
This foul smelling sea hag is a breeder of molds. In fact, she
is such a fan of molds that she cultivated a colony of yellow Mommy Middenheap
mold in her hair, making her hair a tangled mass of Mommy Middenheap is a night hag who meanders through
nauseous, vibrant saffron. She carries a modified bag of filth the crooked streets of Sigil, scavenging any detritus she can
that carries molds, and she uses these molds to season any and adding it to the massive bundle of assorted junk that she
foods she is brought, as well as to poison any creatures that carries around on her back for use in her strange magic. It is
annoy her. because of her weird magical items, made of mundane junk
and easily used by even the most clueless of folk, that the
Alarming Pemphredo White Oracles are able to purchase the more obscure items
Surprisingly well dressed for a sea hag, Pemphedro tends to that they need. She smears herself with white ash every day.
wear well tended silk robes, disguising her hideous face with
a veil. However, she is just as evil and ugly as her fellow hags
and takes particular pleasure in transforming what was once
beautiful into a hideous mockery of itself. She has a
particular skill for weaving and knows how to weave fortune
and misfortune into cloth, creating blankets and shawls that
can bless their bears with good luck or afflict them with
disease and sorrow.

24
The Witches of Tepest The Wyrd Sisters
Challenge Rating: 16 Challenge Rating: 18
Once, Laveeda, Leticia, and Lorinda had been human. Living These three elder green hags see that all things are subject to
with their abusive father and vulgar brothers, they had grown the whims of fate, and they view themselves as its agents.
to resent their lives and resolved to escape. They murdered They spend most of their time apart, pursuing their own
travelers and stole their money, hiding the bodies by cooking agendas but when it comes time for their coven to reconvene
the unwary men in cauldrons to serve to their father and they all journey however far they must at the insistence of
brothers. The money they stole wasn't enough and the abuse their auguries. The currents of fate that compel them are
only grew, until one day they murdered their father and mysterious, and they know that they must obey the edicts of
served him to their brothers. This act of evil transformed fate in order to maintain the power and balance of their
them into hags, and in that moment their homeland was coven.
captured by the mists and drawn into the Domains of Dread. If being lead by Sister Mordrish, this coven uses the
Now the sisters dwell at the heart of the Wormwood Prophecy coven variant introduced in Volo's Guide to
Forest, where they terrorize the goblins that live there, breed Monsters pg 58. If being lead by Sister Selnessa, this coven
wicked fey, and plot wretched torments to exact on the uses the Fate coven variant introduced earlier in this
superstitious people of Tepest. supplement. If being lead by Sister Hecnatha, this coven can
Laveeda, Leticia, and Lorinda cast spells as a typical coven, be either a Prophecy or a Fate coven.
except they ignore the distance restrictions on spellcasting
and can cast coven spells while in telepathic communication Sister Mordrish
with each other, which they can maintain so long as all three Mordrish seeks to see the good and righteous laid low by
are in Tepest. tragedy resulting from their own hubris. She has an especial
fondness for seeing kings murdered and the rightful
Laveeda Mindefisk succession interrupted. When she moves she clatters with
For her sins, Laveeda was transformed into an annis hag. jewelry robbed from the corpses of those whom she lead to
She was once a promising cook, but her abusive father and ruin.
negligent brothers never showed much appreciation, causing Mordrish is attended to at all times by her raven familiar,
her gentle soul to harden. Now, as a hag, she is the most which is in actuality King Pembrooke Wyvernhand, the
violent of the three, and loves to wade into melee combat. former ruler of a distant kingdom. When she wishes to travel,
She remains a skilled cook, but now she only ever cooks the she transforms Pembrooke into a giant raven (use the
flesh of goblins and humanoid children. She is also statistics for a giant vulture).
remarkably skilled at crafting potions and brews.
Keen Hearing and Smell. Laveeda has advantage on Sister Selnessa
Wisdom (Perception) checks that rely on hearing or smell. Selnessa is a chaotic good elder green hag who seeks to
She can detect a humanoid from up to a mile away, and if she ensure the downfall of wicked tyrants. It's said that she once
has encountered the humanoid before she can identify them. served a tyrant herself, but chafed under his rule and became
good out of spite.
Leticia Mindefisk She wears simple robes of undyed cloth, and typically
For her sins, Leticia was transformed into a sea hag. She was prefers to disguise herself as an old dwarven woman. She
once very beautiful and had great promise as a jeweler, even possesses the ability to cast wind walk once per week
securing a position an apprenticeship with a well respected without material components, and uses this ability whenever
jewler. However, her father stole all of her wages, driving her she needs to travel a great distance.
to despair. Now in her wretched state, the only satisfaction
she finds is in destroying beautiful things. She is especially Sister Hecnatha
fond of fire spells, and is responsible for the the burning of Hecnatha is a chaotic neutral elder green hag who seeks to
many houses throughout Tepest. She is also adept at crafting empower the weak with strength. She loves nothing more
charms and magical tools that bestow curses to the bearers. than seeing roles reversed, watching the humble peasant
become a cruel warlord or a miserable thief become a noble
Lorinda Mindefisk hero.
For her sins, Lorinda was transformed into a green hag. She She wears a robe of numerous different clashing styles and
was once a very promising seamstress, and could have materials all sewn together. By flapping her robe, she is able
become a clothier of incredible repute. However, after seeing to gain a flying speed of 60 feet. This robe also possesses the
the misery that pursuing her passion lead her sister Leticia properties of a robe of useful items.
to, Lorinda refused to pursue that passion, sinking into
bitterness. She displays an astonishing amount of sadism,
even for a hag, and loves to cause suffering, favoring spells
that weaken her foes or prolong their pain. She is also very
adept at weaving illusions and deceptions.
Surprise Attack. If Lorinda surprises a creature and hits it
with an attack during the first round of combat, the target
takes an extra 7 (2d6) damage from the attack

25
New Hags
Hags by CR
Contained in this supplement are a variety of hags related
monsters. For ease of reference, I am including a list of all
hags by CR, including this supplement, official source
material, and my product Fey Compendium I: Spirits of the
Feywild.
Hags by CR
Hag CR Source Hag CR Source
Sighing Hag 1 -- Elder Fanggen Hag 7 --
Fanggen Hag 2 -- Elder Powler Hag 7 --
Hocus Hag 2 -- Night Hag (in coven) 7 Monster Manual
Powler Hag 2 -- Annis Hag (in coven) 8 Volo's Guide to
Monsters
Sea Hag 2 Monster Manual
Deep Hag (in coven) 8 --
Dusk Hag 3 --
Elder Sea Hag 8 --
Green Hag 3 Monster Manual
Marzanna Hag (in coven) 8 --
Sighing Hag (in coven) 3 --
Silat Hag 8 Fey Compendium I
Dune Hag 4 Fey Compendium I
Bheur Hag (in coven) 9 Volo's Guide to
Elder Sighing Hag 4 -- Monsters
Fanggen Hag (in coven) 4 -- Deemves Hag (in coven) 9 --
Hannya Hag 4 Fey Compendium I Elder Green Hag 9 Monster Manual
Hocus Hag (in coven) 4 -- Elder Mojan Hag 9 --
Mojan Hag 4 -- Elder Night Hag 10 Monster Manual
Powler Hag (in coven) 4 -- Silat Hag (in coven) 10 Fey Compendium I
Sea Hag (in coven) 4 Monster Manual Elder Marzanna Hag 11 --
Carey Hag 5 -- Elder Annis Hag 12 Volo's Guide to
Curan Hag 5 Fey Compendium I Monsters
Dusk Hag (in coven) 5 -- Elder Carey Hag 12 --
Green Hag (in coven) 5 Monster Manual Elder Deemves Hag 12 --
Night Hag 5 Monster Manual Elder Bheur Hag 13 Volo's Guide to
Monsters
Annis Hag 6 Volo's Guide to Monsters
Elder Deep Hag 13 --
Deep Hag 6 --
Black Agga 15 --
Dune Hag (in coven) 6 Fey Compendium I
Ceithlenn 15 --
Elder Dusk Hag 6 --
Yaya Zhelamiss 16 --
Elder Hocus Hag 6 --
Cegilune 19 --
Hannya Hag (in coven) 6 Fey Compendium I
Malagard 19 --
Marzanna Hag 6 --
Malagard (while near 21 --
Mojan Hag (in coven) 6 -- Bloodcurdler)
Bheur Hag 7 Volo's Guide to Monsters Baba Yaga 23 --
Carey Hag (in coven) 7 -- Baba Yaga (in Lair) 25 --
Curan Hag (in coven) 7 Fey Compendium I
Deemves Hag 7 --

26
A Carey Hag's Lair
Carey Hag Carey hags prefer their homes to be mobile, favoring
While sea hags prefer jagged coasts and the coral reefs of the dilapidated sea faring vessels or rude huts cobbled together
shallows, the carey hags prefer the broad stretches of the on solidified clouds. However, they may occasionally find it
skies above the fathomless open ocean. By far the least beneficial to settle down for a time to work on a delicate
hideous of the hags, a carey hag resembles an austere middle project, favoring barren islands and rocky coasts.
aged woman in simple, pragmatic clothing. This appearance
belies their cruelty. They prowl the ocean skies, searching for Lair Actions
victims. They command lightning and wind, and their A carey hag that has attained the status of grandmother or
thunderous voice can sap the will to fight of those who hear auntie may have a handful of lair actions available to it.
it, consigning them to the briny depths. Consult Volo's Guide to Monsters pg. 59 for more detail on
Strict and Unbending. In stark contrast to the chaotic hag lair actions.
skies, carey hags are rigid and unwavering in their rules. The hag electrifies the air within a 15 foot cube that she
They command air elementals to herd the clouds in their can see inside her lair. Any creature within that cube must
domains in the way that they see fit, not tolerating even a succeed on a DC 13 Constitution saving throw or be
single wisp out of line. They find the flightiness of other fey to stunned until initiative count 20 of the following round.
be tedious and frustrating, and as such are more likely to be
found attended to by devils. They often take husbands, Regional Effects
typically fiends and giants, and expect absolute loyalty from The region within 1 mile of a powerful carey hag's lair is
their partners. warped by her magic, which creates one or more of the
Kind to be Cruel. Though they love drowning seafarers, following effects:
they have a soft spot for the bold. Those sailors that dare to
brave a storm may find that they attract the fickle, matronly The skies around a carey hag's lair are always overcast or
affection of a carey hag. Many bold sea captains have found rainy, and the wind and rain are likely to pick up at a
great success from doting carey hags who have calmed moment's notice. This makes navigating seafaring and
storms and laid low their enemies. However, their skyfaring vessels dangerous, imposing disadvantage on all
punishments to their “little dearies” who break the rules are navigation checks.
always brutal and absolute. Ghost ships may be glimpsed roaming the waters near a
Most peculiar of all is the carey hag's fondness for children carey hag's lair. Ghost ships may take a variety of
and tiny fairies. Make no mistake, they will not hesitate to kill appearances. Some may appear as dilapidated ships,
a child, but they have often taken mercy on the poor child's masts snapped, sails torn, and hull breached,
soul, transforming them into asrai or sylph. No one knows accompanied by will o wisps or spectral fish. Others may
why they do this. appear to be in perfect repair but burst into flame when
Covens. A carey hag that is part of a coven (see the “Hag approached and continue to sail unabated. Ghost ships
Covens” sidebar in the Monster Manual) has a challenge may also be manned by skeletons, specters, fiends, or
rating of 7 (2,900 XP). stranger creatures.
Carey Hag Names
d12 Title First Name Last Name
1 Beldam Adelaide Ambergris
2 Biddy Beatrice Babedrowner
3 Bitter Dolores Blackwater
4 Calamitous Edna Bolteater
5 Creaking Esmerelda Coldheart
6 Cruel Fanny Ironhands
7 Goody Gertrude Mastsplitter
8 Lady Gwendolyn Silverpetrel
9 Madame Josephine Stormshrew
10 Mistress Molly Underwood
11 Mournful Priscilla Whalebones
12 Thunderous Theodora Windrider

27
Carey Hag Elder Carey Hag
Medium fey, lawful evil An elder carey hag has the same adjustments
applied to it as other elder hags, detailed in the
Armor Class. 18 (natural armor) Elder Hags sidebar, in addition to a unique
Hit Points. 68 (8d8 + 32) legendary action described below, giving her a
Speed. 30 ft. Challenge Rating of 12 (8,400 XP)
Additional Legendary Action.
STR DEX CON INT WIS CHA Blow Me Down (Costs 2 Actions). The carey hag
18 (+4) 16 (+3) 19 (+4) 14 (+2) 13 (+1) 15 (+2) releases an explosive burst of air. All creatures
within 15 feet of the hag must succeed on a DC
13 Strength saving throw or be pushed 5 feet away
Saving Throws: Dex +6 from the hag and knocked prone.
Skills. Intimidation +5, Perception +4
Damage Resistances. cold Sample Elder Carey Hag.
Damage Immunities. lightning, thunder Goody Witherwaves. This foul tempered old hag
Condition Immunities. deafened, frightened has navigated the seas of the Sword Coast for
Senses. darkvision 60 ft., blindsight 30 ft., passive centuries. She makes her lair in the ruined husk of
Perception 14 the Dawnflier, once the crown jewel of the
Languages. Common, Giant, Infernal, Primordial Waterdeep navy, now a drifting ghost ship piloted
Challenge. 5 (1,800 XP) by the miserable crew that once stood proud on its
deck. She has dedicated her life to the ruination of
Innate Spellcasting. The hag's innate spellcasting the Adarbrent clan, and has successfully
ability is Charisma (spell save DC 13, +5 to hit with engineered the fall of many lesser members of the
spell attacks). It can innately cast the following family, even brokering deals with the Hells in
spells, requiring no material components: exchange for their souls. Now she sets her sights
higher.
3/day each: fog cloud, gust of wind, shatter
1/day each: call lightning
Kingsbroom. The hag carries a kingsbroom, which
functions as a broom of flying. While holding the
broom, she can cast mass suggestion at will,
targeting only air and water based elementals
(including creatures such as invisible stalkers,
smoke mephits, and water weirds). If the broom is
lost or destroyed, the hag must craft another, which
takes a year and a day. Only a carey hag can use a
kingsbroom.
Storm Rider. The hag ignores difficult terrain
created by wind and automatically succeeds on
saving throws against wind based effects and spells.

Actions
Multiattack. The hag can use her Thunderous Cackle.
She then makes two attacks with her claws.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 11 (2d6 + 4) slashing damage
plus 3 (1d6) lightning damage.
Thunderous Cackle. Each creature of the hag's
choice that is within 120 feet of the hag and can
hear her must succeed on a DC 13 Wisdom saving
throw or become frightened for 1 minute. While
frightened in this way, a creature has disadvantage
on all Strength ability checks and saving throws. A
creature can repeat the saving throw at the end of
each of its turns, ending the effect 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
Thunderous Cackle for the next 24 hours.

28
A Deemves Hag's Lair
Deemves Hag Deemves hags prefer to lair in or near metropolitan areas, as
Deemves hags were once night hags who made a deal with they prefer to have a hands on approach to spreading misery
Adramalech, the Chancellor of Hell and right hand of and controlling the weak. Their homes are always
Asmodeus, in their quest for power. Now they work for the unassuming from the outside, and their magical
infernal bureaucracy as free agents. They seek to control the paraphrenailia is always well hidden.
people around them, using every advantage and scrap of
information that they can get their claws on to exert as much Lair Actions
control as they possibly can. In their true form, they appear A deemves hag that has attained the status of grandmother or
as dumpy old women with dull red skin and small devilish auntie may have a handful of lair actions available to it.
horns. However, they typically prefer to disguise themselves Consult Volo's Guide to Monsters pg. 59 for more detail on
as humanoids when outside of the Nine Hells. Regardless of hag lair actions.
what form they take, they always dress themselves in dowdy The hag forces all creatures in her lair to reroll initiative.
clothing and strive to appear as harmless as possible. She can choose to exclude herself from this roll
Infernal Bureaucrats. Deemves hags adore bureaucracy,
and they delight in all the myriad ways that their power can Regional Effects
be abused while still adhering to the letter of the laws that The region within 1 mile of a powerful deemves hag's lair is
they seek to twist. Adramalech has a certain fondness for warped by her magic, which creates one or more of the
these harridans and has them installed as bureaucrats all following effects:
throughout the Hells. However, the Chancellor is alone in his
fondness of these hags, as they love to confound the plots of People easily misplace important documents in the area,
other devils with malicious application of obscure rules and and such documents may be impossible to find without a
willful misinterpretation of intent. locate object spell until after they were needed.
A Menace on the Material Plane. Many deemves hags
have managed to leave the Nine Hells, installing themselves When the hag dies, these effect fades after 1d6 days.
as bureaucracts and political figures in Material Plane worlds
so that they can advance their plans. Like every other devil, a Deemves Magic
deemves hag strives to eventually supplant Asmodeus as the The magic of a deemves hag is based around their
Lord of All Nine Hells. To that end, they sabotage civil knowledge of their victim in accordance with their
structures, ruining the lives of mortals so that they can entrap Bureaucracy trait.
their souls with promises of reprieve. They obsessively gather Flesh Shaping. The hag can shape a lemure into
information on every creature they encounter, knowing that an imperfect clone of a creature with a ritual that
any piece of knowledge can eventually be used to their takes 1 hour to perform, provided that the hag
advantage. possesses all the information about the creature
Slow Misery. A deemves hag feels most at home detailed in her Bureaucracy trait. The clone has the
surrounded by irate, miserable people. They love to drain the statistics of a commoner and possesses patchwork
beauty out of the world around them, forbidding bright knowledge of the creature's memories. It is
colored clothing, elegant architecture, flowers, and other convincing enough to trick most observers, but
things of loveliness. Their powers can cause a second to people familiar with the creature will be able to
seem to drag on for eternity, dilating the misery of those detect inconsistencies in the clone's behavior. The
cursed to be in their presence. Even fighting a deemves hag is hag can revoke the magic that empowers the clone
a tortuous event. as a free action at any time, causing it to
immediately transform back into a lemure.
Designated Shape. Unlike other hags, a deemves hag Scrying. Though a deemves hag cannot cast
cannot disguise herself as just any creature. Rather, she can scrying on her own, many will develop tools such
only transform into a single humanoid form, the appearance as bowls, teacups, and mirrors which can cast the
of which must be approved by the intricate legal system of spell 1 to 3 times per day, while the more cunning
Hell. The hag cannot choose another form without going may be able to get their hands on a crystal ball or
through a long and arduous of filing paperwork and awaiting two. When a deemves hag targets a creature with
approval for each individual detail, and as such deemves hags the scrying spell, the hag is considered familiar
take great pains to prevent their true forms from being with the target if she knows the target's full name
associated with their disguised forms. and 1 other fact about it as described in her
Covens. A deemves hag that is part of a coven (see the Bureaucracy trait. If she knows the creature's full
“Hag Covens” sidebar in the Monster Manual) has a name and three other such facts about it, the
challenge rating of 9 (5,000 XP). target's save penalty increases to -7, and if the hag
knows all four such facts about the creature it
increases to -8.

29
Deemves Hag Elder Deemves Hag
Medium fiend, lawful evil An elder deemves hag has the same adjustments
applied to it as other elder hags, detailed in the
Armor Class. 16 (natural armor) Elder Hags sidebar, in addition to a unique
Hit Points. 127 (17d8 + 51) legendary action described below, giving her a
Speed. 30 ft. Challenge Rating of 12 (8,400 XP)
Additional Legendary Action.
STR DEX CON INT WIS CHA Please Wait Your Turn (Costs 2 Actions). The hag
18 (+4) 12 (+1) 16 (+3) 20 (+5) 14 (+2) 16 (+3) chooses one creature that she can see that has not
taken its turn yet this round. The target cannot take
its turn or make reactions until after the hag's turn
Saving Throws: Int +8 this round.
Skills. Deception +6, History +8, Insight +5,
Investigation +8, Perception +5, Religion +8 Sample Elder Deemves Hag.
Damage Resistances. cold, fire; bludgeoning, Miss Kimmie. Miss Kimmie is one of
piercing, and slashing damage from non-magical Adramalech's favorite agents, and has served his
weapons that aren't silvered interests in the Prime Material plane for millenia.
Damage Immunities. poison She is particularly skilled at stoking religious
Condition Immunities. poisoned fanaticism and bigotry, all while keeping her hands
Senses. darkvision 60 ft., passive Perception clean of any wrongdoing. She plays small but
Languages. Common, Draconic, Infernal signicant parts in the creation of laws that promote
Challenge. 7 (2,900 XP) religious discrimination and play into existing
prejudice, exacerbating already present tensions
Bureaucracy. A creature has disadvantage on saving until entire cities become riled up with barely
throws against spells cast by the hag if the hag contained hate. In her spare time, she finds ways to
knows the creature's full name and at least two of sabotage marriages.
the following facts about the creature:
The creature's age
The creature's race
The creature's astrological sign
The creature's hometown
Doldrums. The hag can activate or deactivate this
feature as a bonus action. While active, any creature
that starts its turn within 30 feet of the hag must
make a DC 14 Wisdom saving throw. On a failure,
the creature's is affected as if by the slow spell until
the beginning of the creature's next turn. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the hag’s
Doldrums for the next 24 hours.
Innate Spellcasting. The hag’s innate spellcasting
ability is Charisma (spell save DC 14). She can
innately cast the following spells, requiring no
material components:
At will: command, detect magic, zone of truth
3/day each: hold person, sleep

Actions
Multiattack. The hag makes two claw attacks.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 15 (2d10 + 4) slashing damage
Change Shape. The hag magically polymorphs into a
unique humanoid, or back into her true form. Her
statistics 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.

30
A Deep Hag's Lair
Deep Hag A deep hag always makes her lair on or near the ocean floor,
Deep hags are the hags of madness. Residing within the preferably at a depth that light cannot reach. However, if
deepest depths of the ocean, they consort with krakens, compelled to the surface she will construct a temporary lair
aboleths, and fouler creatures long forgotten by the sane near the shore, typically in a submerged cavern that she fills
world. Hideously ugly, their long, bloated, eel-like bodies are with all the strange, maddening things from the great depths.
perfectly adapted to the depths at which they prefer to reside,
and their dozens of needle-like teeth and razor sharp webbed Lair Actions
claws enable them to capture and feast on any creature they A deep hag that has attained the status of grandmother or
wish. Preferring the peace and dark of the deep, these hags auntie may have a handful of lair actions available to it.
would be nothing more than a distant horror were it not for Consult Volo's Guide to Monsters pg. 59 for more detail on
the dreams of the surface world that plague them, compelling hag lair actions.
them to it on moonless or stormy nights to plague its The hag draws on the innate magic of her lair, allowing
inhabitants with terror and to cure them of their sanity. her to exercise a measure of control over her madness. At
Madness From the Depths. The deep hags are the beginning of her next turn when she rolls for her
irrevocably insane, and they spread that madness wherever random psionic ability, she can roll twice and choose
they go. The sheer weight of their insanity follows them like a whichever roll she prefers. Alternatively, she can choose to
stench. The plans that they hatch are incomprehensible to forgo the roll entirely and retain whatever power she
sane minds, relying on wild jumps of logic and impossible currently possesses.
coincidences that the hag seems to somehow expect. The
magic that they use is even more madenning, and the ways in Regional Effects
which they twist the minds and flesh of their victims to create The region within 1 mile of a powerful deep hag's lair is
new monstrosities is enough to drive some to insanity just by warped by her magic, which creates one or more of the
seeing it. following effects:
Wild Psionics. A deep hag is naturally psionic, but her
madness makes these powers wildly unpredictable. The Native creatures behave in strange and unnatural ways.
chaotic inner workings of the hag’s mind cause her innate Fish and crabs may move in ways that crudely mimic the
powers to shift from moment to moment, and it’s anyone’s behavior of land dwelling creatures such as birds or mice,
guess as to which power she will display next. This makes while others may move erratically or behave in self
them difficult to fight, as they shift tactics from moment to destructive ways.
moment, adapting immediately to whatever power their
brains manifest as if planned all along. Their madness even If the hag dies, these effects fade after 1d6 days.
grants them resistance to mental effects, as their continually
writhing minds easily wriggle out of attempts to charm or
frighten them.
Covens. A deep hag that is part of a coven (see the “Hag
Covens” sidebar in the Monster Manual) has a challenge
rating of 8 (3,900 XP).

31
Elder Deep Hag
Deep Hag An elder deep hag has the same adjustments
Large aberration, chaotic evil applied to it as other elder hags, detailed in the
Elder Hags sidebar, in addition to a unique
Armor Class. 16 (natural armor) legendary action described below, giving her a
Hit Points. 102 (12d10 + 36) Challenge Rating of 13 (10,000 XP)
Speed. 5 ft., swim 50 ft.
Additional Legendary Action.
Madness (Costs 2 Actions). All creatures within
STR DEX CON INT WIS CHA 30 feet of the hag must succeed on a DC 14
21 (+5) 13 (+1) 16 (+3) 17 (+3) 16 (+3) 13 (+1) Wisdom saving throw or gain a form of short term
madness until the end of the hag's next turn.
Saving Throws: Wis +6 Sample Elder Deep Hag.
Skills. Perception +6 Nanny K'th-ugla. This bloated deep hag has
Condition Immunities. blinded resided in the depths for as long as any mortal can
Senses. blindsight 60 ft (blind beyond this) passive remember. However, her fevered dreams have lead
Perception 16 her far from her dark, quiet home into the caverns
Languages. Aquan, Common, Deep Speech, of the Underdark, where she has discovered a
telepathy 60ft mindflayer colony working towards opening a
Challenge. 6 (2,300 XP) portal to the lost ruins of their race's astral empire.
She has lent her considerable arcane skill towards
Amphibious. The hag can breathe air and water. furthering this goal. Meanwhile, her infectious
madness has wormed its way into the thoughts of
Innate Spellcasting (Psionics). The hag’s innate the elder brain. Now the mindflayers of this colony
spellcasting ability is Intelligence (spell save DC spread insanity to the nearby cities of duergar and
14). It can innately cast the following spells, svirfneblin, even as they grow ever closer to tearing
requiring no material components: the fabric of reality aside.
3/day each: charm person, disguise self (including
the form of a Medium aquatic humanoid)
Additionally, at the start of each of the hag’s turns,
roll a d8. The hag can then cast the spell rolled as a
bonus action on her turn.
d8 Psionic Ability
1 phantasmal killer
2 dimension door
3 greater invisibility
4 telekinesis
5 confusion
6 globe of invulnerability
7 hold person
8 enlarge/reduce

If the hag rolls a spell she is concentrating on,


she can continue to maintain concentration on it.
Otherwise, she loses concentration on any spell
from this option.
Madness. The hag has advantage on all Intelligence,
Wisdom, and Charisma saving throws.

Actions
Multiattack. The hag makes three attacks: two with
its claws and one with its bite
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 12 (3d4 + 5) piercing damage
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 15 (3d6 + 5) slashing damage

32
A Dusk Hag's Lair
Dusk Hag A dusk hag prefers to make her home in an unassuming, out
Dusk hags are a strange aberration in hag biology. of the way location, hoping to avoid notice from any nearby
Occasionally, a night hag will give birth to a dusk hag instead locals, though she never houses herself too far from a ready
of another night hag, an occurrence that is far more common source of humanoids to pass her visions on to. Though dusk
in Eberron. These dusk hags are immediately identifiable by hags lack the interest in pursuing far reach plans, they have a
their yellowish, parchment like skin and their frail, sunken very keen interest in protecting their homes, and as a result
features. Devoid of the innate nastiness and cruelty of their their lairs are often protected with magical traps and
sister kin, dusk hags are not interested in the goals of dangerous guardians.
torment that other hags possess. They would all be
immediately slain upon birth were it not for their incredibly Lair Actions
useful prophetic dreams. A dusk hag that has attained the status of grandmother or
Dusk hags strive to find the hidden knowledge of the world. auntie may have a handful of lair actions available to it.
They will often parlay with others, trading knowledge, but the Consult Volo's Guide to Monsters pg. 59 for more detail on
knowledge gained from a dusk hag often comes with a price. hag lair actions.
Dusk hags can induce nightmares in creatures they touch; All creatures within the lair that the dusk hag can see
and they themselves suffer dreams about the past, present, must succeed on a DC 11 Wisdom saving throw or be
and future. subjected to the effects of the compulsion spell until
Dreamers. Like night hags, dusk hags possess a unique initiative count 20 of the following round.
connection to the realm of dreams. They receive prophetic
visions in the form of nightmares that they suffer daily. Regional Effects
Though these dreams always provide incredibly useful The region within 1 mile of a powerful dusk hag's lair is
insight into the future, these hags typically lack the far warped by her magic, which creates one or more of the
reaching ambition of other hags and as such aren’t inclined to following effects:
take advantage of their knowledge. In fact, a dusk hag will
eagerly pass on the burden of its dreams to another creature Rolling banks of fog are common in the area. Visions of
so that she may enjoy a peaceful night’s sleep for once, lost loved ones or hated enemies can be glimpsed in the
though her dreams always return to her in the end. They are fog, and Wisdom (Survival) checks made to avoid
capable of reaching out to shape the dreams of others, becoming lost have disadvantage. The resident dusk hag
though they must be able to touch their victim in order to has no difficulty navigating this fog.
pass on their dreams.
Sources of Wisdom. Though they do not enjoy their
prophetic dreams, they still feel compelled to remember the
contents of them. A dusk hag’s lair is filled with innumerable
scrolls, hides, books, and other recordings of rambling,
nearly incoherent dream imagery. These records are all but
unintelligible to any creature other than the dusk hag that
wrote them. Stories are filled with accounts of princes and
knights that sought out the council of a dusk hag, performing
some task for them in exchange for a piece of lore or
prophecy long hidden in her cluttered lair. But beware,
though always accurate, a dusk hag’s prophecy rarely leads to
happiness.
Unambitious. Though dusk hags are not cruel, neither are
they kind. A dusk hag is an entirely self-interested creature,
and given the opportunity they would happily keep to
themselves. However, the allure of their prophetic dreams is
such that their sister kin will always seek to take advantage of
them. It is rare to find a dusk hag not under the control of
another hag who uses the insight of their dreams to better
enact their plans. These matronly figures will coerce the
cooperation of a dusk hag in any way they can, forbidding
them from passing off their dreams to another and
threatening them with torments of they do not comply. As
such, dusk hags rarely feel loyalty to their so called allies and
will betray them if given an opportunity.
Covens. A dusk hag that is part of a coven (see the “Hag
Covens” sidebar in the Monster Manual) has a challenge
rating of 5 (1,800 XP).

33
Dusk Hag Elder Dusk Hag
Medium fey, neutral An elder dusk hag has the same adjustments
applied to it as other elder hags, detailed in the
Armor Class. 14 (natural armor) Elder Hags sidebar, in addition to a unique
Hit Points. 52 (8d8 + 16) legendary action described below, giving her a
Speed. 30 ft. Challenge Rating of 6 (2,300 XP)
Additional Legendary Action.
STR DEX CON INT WIS CHA Inner Vision (Costs 3 Actions). All creatures within
17 (+3) 12 (+1) 15 (+2) 14 (+2) 16 (+3) 13 (+1) 30 feet of the hag must succeed on a DC 11
Wisdom saving throw or become plagued by
psychedelic images. A creature that the hag has
Skills. Insight +7, Stealth +3 passed its Nightmare Visions trait onto
Damage Resistances. bludgeoning, piercing, and automatically fails this saving throw. Until the end
slashing damage from non-magical weapons of the hag's next turn, all affected creatures are
Condition Immunities. charmed, frightened blinded.
Senses. passive Perception
Languages. Abyssal, Common, Infernal, Sylvan Sample Elder Dusk Hag.
Challenge. 3 (700 XP) Oma Ninaran. This dusk hag has lived in the
Towering Wood in the south of the Eldeen reaches
Innate Spellcasting. The hag’s innate spellcasting for centuries. There she haunts the manifest zone
ability is Charisma (spell save DC 11). It can of Mabar, the Endless Night, known as the
innately cast the following spells, requiring no Gloaming, seeking understanding of the nature of
material components: the darkness that lingers there. Here she offers
prophecies to both the yugoloths that frequent the
At will: detect magic area and the heroes who venture here to slay the
3/day each: augury, disguise self, dream, tongues, foul beasts. She wields a bow and arrow which
zone of truth carries the power of her prophecy, and she can
impart a piece of her phantasmagoric dreams into
Magic Resistance. The hag has advantage on saving those hit by them.
throws against spells and other magical effects.
Nightmare Visions. The hag is plagued every night
by prophetic nightmare images. These images can
predict the future in strange and unpredictable
ways. These dreams serve as plot devices and the
hag has no control over what they show.
When the hag touches a humanoid or hits it with a
claw attack, she can attempt to pass on her visions
to the target for a time. The target must succeed on
a DC 11 Charisma saving throw or become the host
for the hag’s Nightmare Visions for 1d4 days. Once
the hag has successfully passed on her visions to a
creature, she cannot do so again until the visions
return to her. While a creature is a host for the
visions, the creature experiences the prophetic
dreams instead of the hag. A creature experiencing
these visions does not receive any benefit from a
long rest. These visions can be removed by a
remove curse or dispel evil and good spell or
similar magic, at which point the visions will return
to the hag.
The hag cannot cast the spells in her Innate
Spellcasting feature except for detect magic when
she does not possess her visions.

Actions
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 + 3) slashing damage

34
A Fanggen Hag's Lair
Fanggen Hag A fanggen hag’s lair consists of the grove that contains its
A fanggen hag is a nasty, twisted old crone with skin like tree. This grove is always overgrown, preventing most
gnarled tree bark that is bound to a single tree, which it sunlight from reaching the ground. However, the hag is likely
decorates with the crystallized skulls of its victims. No mortal to disguise it with illusions to make it appear inviting. Some
truly knows where a fanggen hag comes from. Some believe fanggen hags may choose to construct rude huts around their
that they are dryads who became twisted by bitterness, trees, while others may prefer to leave the wilderness
perhaps becoming corrupted by the influence of demonic or untamed, encouraging the growth of twisted plantlife and
undead spirits. Others state that they are hags who offended breeding swarms of stinging insects.
a powerful fey lord and were irrevocably bound to a single
tree as punishment. All that is known for certain is that they Lair Actions
are wretched and dangerous creatures. A fanggen hag that has attained the status of grandmother or
Life Eaters. A fanggen hag is capable of draining the life auntie may have a handful of lair actions available to it.
from an unsuspecting victim, causing the flesh to wither off Consult Volo's Guide to Monsters pg. 59 for more detail on
the bone and the skeleton to crumble until only the skull is hag lair actions.
left, miraculously transformed into a beautiful crystal Grasping roots and vines erupt in a 20 foot radius sphere
material. This is the true horror of the fanggen hag, as the from a point on the ground that the hag can see within
spirits of those whom they kill in this way are bound to these 120 feet of him. The area becomes difficult terrain, and
crystalline skulls for as long as the skulls endure, forced to each creature in the area when it first appears must
entertain the hag and even serve her in death. succeed on a DC 12 Strength saving throw or become
Secret Keepers. A fanggen hag is indivisible from its tree restrained. A creature can be freed if it or another creature
and cannot venture far from it without sickening and dying. takes an action to make a DC 12 Strength check and
However, the hags have an insatiable appetite for secrets. succeeds. The roots and vines wilt away if the hag uses
They crave every variety of secrets, from the intimate secrets this action again or he dies. The area counts as a suitably
of common peasants to the kingdom shaking secrets of sized tree for the purposes of the hag’s Tree Stride feature
royalty. They record secrets they obtain in the knots on their (but not for the Tree Sanctuary legendary action).
trees and eagerly trade magical favors for secrets, though The hag targets one creature it can see within 30 ft. of it.
they are loathe to give up one of their own secrets. However, a The target must contest its Charisma (Deception) check
fanggen hag is treacherous and will just as soon kill a against the hag’s Wisdom (Insight) check. If the hag wins,
creature than barter with it, as she can simply demand all the it magically learns one secret about the target. The target
secrets she wants from the victim’s crystalized skull. Only the automatically wins if it is immune to being charmed.
promise of more secrets can stave off the hag’s vicious
nature. Regional Effects
Metamorphosis. Once a fanggen hag has consumed The region within 1 mile of a powerful fanggen hag's lair is
enough victims, it can undergo a stunning metamorphosis. It warped by her magic, which creates one or more of the
encases the trunk of its tree in luminous amber and falls into following effects:
a deep slumber, which can last for months or even years.
During this time, the spirits of its past victims lurk forever Illusions that function similarly to hallucinatory terrain
nearby, protecting their mistress from harm. Once the may generate spontaneously or at the direction of the hag
transformation is complete, the amber falls away from the in order to disguise dangerous or frightening features as
tree to reveal the beautiful figure of a brauchen, a fey spirit so welcoming and safe.
lovely that those that try to harm it fall under its sway. The crystal skulls of the hag’s past victims may be found
A brauchen is like a fanggen hag in many ways. Though throughout the area. The hag immediately knows if one of
cleansed of their wickedness, they are still bound to their these skulls is handled, and can communicate
trees and yearn for gossip from beyond the boundaries of telepathically with the handler.
their forests. A brauchen is also able to drain the life from its
victims, transforming them into spirits bound to crystalline
skulls just as fanggen hags do. Not all fanggen hags choose to
undergo this metamorphosis, though.
Covens. A fanggen hag that is part of a coven (see the “Hag
Covens” sidebar in the Monster Manual) has a challenge
rating of 4 (1,100XP).

35
Crystalline Skull
Fanggen Hag wondrous object, rare
The spirit of whoever’s skull this was in life is bound to this
Medium fey, chaotic evil object, and is subject to the will of whoever holds the skull. A
Armor Class. 16 (natural armor)
creature touching the skull can converse normally with the
Hit Points. 45 (7d8 + 14)
spirit bound to the skull. Once per day, the spirit can be
Speed. 30 ft. compelled by a creature holding the skull to truthfully answer
one question to the best of its knowledge. Otherwise, the
spirit can be asked is under to compunction to answer
STR DEX CON INT WIS CHA questions asked of it truthfully.
16 (+3) 14 (+2) 14 (+2) 13 (+1) 15 (+2) 14 (+2) Alternatively, once per day a creature holding the skull can
command the spirit bound to it to protect it. The spirit bound
Skills. Insight +6, Stealth +4
to the skull is then summoned in an unoccupied space within
Senses. darkvison 120 ft., passive Perception 12
5 feet as a specter. The specter retains its Intelligence,
Languages. Common, Elvish, Sylvan Wisdom, Charisma, and personality from life. The specter
Challenge. 2 (450 XP) must obey any orders given to it by the creature holding its
skull. If the specter is killed, the spirit cannot be summoned
Sunlight Hypersensitivity. The hag takes 5 radiant or conversed with for ten days.
damage when it starts its turn in bright sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks. Elder Fanggen Hag
An elder fanggen hag has the same adjustments
Tree Bound. If the hag travels more than 100 feet applied to it as other elder hags, detailed in the
away from her tree or her tree dies she becomes Elder Hags sidebar, in addition to a unique
poisoned and takes 1d6 necrotic damage every legendary action described below, giving her a
hour until she returns to her living tree. Challenge Rating of 7 (2,900 XP)
Tree Stride. Once on her turn, the hag can use 10 ft. Additional Legendary Action.
of her movement to step magically into one living Tree Sanctuary (Costs 2 Actions). The fanggen
tree within her reach and emerge from a second magically steps into one Large or larger tree within
living tree within 60 ft. of the first tree, appearing 5 feet of her. While within the tree, the fanggen is
in an unoccupied space within 5 ft. of the second incapacitated but has total cover. The hag must use
tree. Both trees must be large or bigger. at least 5 feet of movement by the end of her next
turn to exit from this tree or another Large or larger
Actions tree within 60 feet.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 10 (2d6 +3) damage Sample Elder Fanggen Hag.
Miria Mechkari. This fanggen hag has long
Life Drain. Melee Spell Attack: +4 to hit, reach 5 ft., lingered in the Svalich Woods of Barovia. It's said
one creature. Hit: 7 (2d4 + 2) necrotic damage. The that she was bound there by Ceithlenn of the
target must succeed on a DC 12 Constitution Crooked Teeth even before the realm was captured
saving throw or its hit point maximum is reduced by the mists. Now she languishes in the wilds,
by an amount equal to the damage taken. This capturing wolves that stray too close to her home
reduction lasts until the target finishes a long rest. and eviserating them to study the secrets of Strahd
If this effect reduces its hit point maximum to 0, etched within their blood and bones. If a humanoid
the target dies and its body crumbles away, save for is unfortunate enough to stray near her, they are
its skull which becomes crystal and traps its soul invited into her home to be questioned until she
within. tires of the facade, at which point she devours their
entrails. The only being who can approach her
Illusory Appearance. The hag covers herself and without fear, aside from Strahd himself, is Baba
anything she is wearing or carrying with a magical Lysaga, whom Miria considers a kindred spirit. The
illusion that makes her look like another creature of cottage she has woven from living trees around her
her general size and humanoid shape. The illusion own tree is adorned with the bones and carcasses
ends if the hag makes an attack, takes a bonus of wolves and the crystaline skulls of past victims,
action to end it, or if she dies. and Barovian witches visit it in search of arcane
The changes wrought by this effect fail to hold up lore at their own risk.
to physical inspection. For example, the hag could
appear to have smooth skin, but someone touching
her would feel her rough flesh. Otherwise, a
creature must take an action to visually inspect the
illusion and succeed on a DC 20 Intelligence
(Investigation) check to discern that the hag is
disguised.

36
Brauchen
Medium fey, neutral

Armor Class. 16 (barkskin like)


Hit Points. 45 (7d8 + 14)
Speed. 30 ft.

STR DEX CON INT WIS CHA


16 (+3) 14 (+2) 14 (+2) 13 (+1) 15 (+3) 18 (+4)

Skills. Perception +4, Stealth +4


Senses. darkvision 120 ft., passive Perception 14
Languages. Common, Elvish, Sylvan
Challenge. 2 (450 XP)

Enthralling Presence. If a creature that can see the


brauchen attempts to harm the brauchen with a
melee attack while within 10 feet of the brauchen
and the brauchen is not unconscious or
incapacitated, the creature must first make a DC 14
Wisdom saving throw. On a failure, the creature
becomes charmed by the brauchen until the end of
the brauchen's next turn.
Magic Resistance. The brauchen has advantage on
saving throws against spells and magical effects.
Sunlight Hypersensitivity. The hag takes 5 radiant
damage when it starts its turn in bright sunlight.
While in sunlight, it has disadvantage on attack rolls
and ability checks.
Tree Bound. If the brauchen travels more than 100
feet away from her tree or her tree dies she
becomes poisoned and takes 1d6 necrotic damage
every hour until she returns to her living tree.
Tree Stride. Once on her turn, the brauchen can use
10 ft. of her movement to step magically into one
living tree within her reach and emerge from a
second living tree within 60 ft. of the first tree,
appearing in an unoccupied space within 5 ft. of
the second tree. Both trees must be large or bigger.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) bludgeoning damage.
Instead of dealing damage, the brauchen can
grapple the target (escape DC 13).
Draining Kiss. Melee Spell Attack: +6 to hit, reach 5
ft., one willing creature, or a creature that is
grappled by the brauchen, incapacitated, or
restrained. Hit: 7 (2d4 + 2) necrotic damage. The
target must succeed on a DC 14 Charisma saving
throw or its hit point maximum is reduced by an
amount equal to the damage taken and it becomes
charmed by the brauchen for 1 minute. This
reduction lasts until the target finishes a long rest.
If this effect reduces its hit point maximum to 0,
the target dies and its body crumbles away, save for
its skull which becomes crystal and traps its soul
within.

37
A Hocus Hag's Lair
Hocus Hag A hocus hag never lives in any home that appears run down
The hocus hags are strange among their kind, as they are or ramshackle. They insist on every available surface being
obsessed with attaining the adoration of others. In their true covered in nick-nacks, paintings, doilies, and other
forms, they have dull grey skin and barely more than a few accoutrements. The overwhelming tackiness of their homes
strands of thin, stringy hair on their heads. However, this is is further worsened by the nauseatingly sweet perfumes they
rearely seen, as they use every tool at their disposal to make favor.
themselves seem as appealing as possible. Elaborate
makeup, expensive dresses, illusory charms, magical Lair Actions
enchantments, transformative potions, nothing is of limits in A hocus hag that has attained the status of grandmother or
their goal to secure the love and adoration of every creature auntie may have a handful of lair actions available to it.
they meet. Consult Volo's Guide to Monsters pg. 59 for more detail on
You're Going to Love Me. A hocus hag needs to be loved hag lair actions.
by every creature she encounters. She will not be satisfied An overwhelmingly sweet odor of flowers fills a 20-foot
until she has secured the unending devotion of every creature cube that the hag can see in her lair and remains until
in the world. They take a wide range of approaches towards initiative count 20 of the next round. Any creature that
achieving this. Some will become divas, performing starts its turn in that space must succeed on a DC 13
spectacularly dramatic arias or telling bawdy jokes to gain Constitution saving throw or become poisoned until the
the love of the crowds. Others will disguise themselves as start of its next turn.
fairy godmothers to capture the love of children. Whatever
the means, they use every advantage they can. Regional Effects
Saboteurs. It is not enough for a hocus hag to simply be The region within 1 mile of a powerful hocus hag's lair is
loved. Others must be loved less than her. To accomplish this, warped by her magic, which creates one or more of the
these spiteful hags will strive to defame any who the believe following effects:
are loved more than them. The reputations of priests,
politicians, and heroes are all subject to venomous gossip Reflections in mirrors portray creatures as being less
and damning coincidences, none of which ever seem to be attractive than they actually are, displaying minor flaws at
connected to the hag herself. Any strangers that come to their first such as blemishes and poorly styled hair, which
beleaguered towns find themselves strangely unwelcome as eventually increase to major flaws such as asymmetrical
vicious rumors about them spread. features and crooked teeth.
Emotional. Though hocus hags like to affect a sweet,
benevolent facade, they are in fact seething cauldrons of When the hag dies, these effect fades after 1d4 days.
jealousy. Even a small slight or a tiny insult can cause them to Hocus Hag Names
explode into rage, twisting their faces into hideous masks no d12 Title First Name Last Name
matter the disguise they currently wear. This leads to them
killing many of the people whom they strive to force into 1 Dame Camille Allure
loving them, whether out of fury or out of necessity to hide 2 Delicious Caramel d'Amour
one of their outbursts. These people do not go to waste,
though, as hocus hags are skilled at cooking the livers of the 3 Divine Chardonnay la Creme
young to extract the vitality from them. 4 Exquisite Désirée la Étoile
Covens. A hocus hag that is part of a coven (see the “Hag 5 Fabulous Edna the Cunning Wit
Covens” sidebar in the Monster Manual) has a challenge
rating of 4 (1,100 XP). 6 Flawless Essence Fantasy
7 Glamorous Ginger the Glittering Diva
8 Madame Grace the Golden Voice
9 Missy Josephine the Heavenly
10 Queen Priscilla the Radiant Brilliance
11 Sassy Rose Rouge
12 Sparkling Sapphire the Sweetheart

38
Hocus Hag Elder Hocus Hag
Medium fey, chaotic evil An elder hocus hag has the same adjustments
applied to it as other elder hags, detailed in the
Armor Class. 15 (natural armor) Elder Hags sidebar, in addition to a unique
Hit Points. 58 (9d8 + 18) legendary action described below, giving her a
Speed. 30 ft Challenge Rating of 6 (2,300 XP)
Additional Legendary Action.
STR DEX CON INT WIS CHA Razzle Dazzle (Costs 2 Actions). The hag strikes a
14 (+2) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 17 (+3) pose and casts color spray from her Innate
Spellcasting. When cast in this manner, the spell
affects a sphere with a 10-foot radius centered on
Skills. Arcana +3, Deception +5, Perception +4, the hag.
Performance +5, Persuasion +5
Senses. darkvision 60 ft., passive Perception 14 Sample Elder Hocus Hag.
Languages. Common, Elvish Dame Winnifred. The name Dame Winnifred is
Challenge. 2 (450 XP) just the newest in a long line of identities that this
hag has crafted in order to garner the admiration
Empower Cleaning Implement. As a bonus action, and love of common people. In this persona, she
the hag can enchant any cleaning implement that fashions herself as an opera diva, wowing her
she can easily lift to behave as a broom of flying for audiences with masterful songs, all with subtle
as long as she remains in contact with it. suggestions woven into them to ensure their
continued admiration. She maintains her beauty
Innate Spellcasting. The hag’s innate spellcasting with a steady supply of the life force of admirers,
ability is Charisma (spell save DC 13). She can but with each passing year she needs more life
innately cast the following spells, requiring no force to maintain her beauty, leading her to
material components: become steadily more and more desperate.
3/day: color spray (3rd level), enthrall

Actions
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 9 (2d6 + 2) slashing damage
Enchanting Song. The hag begins singing a magical
melody. The song can only affect humanoids and
giants of a specific level of maturity, which the hag
decides when she begins singing. Those levels are
children, teenagers, adults, or eldery. Every
humanoid and giant of the selected level of
maturity within 300 ft. of the hag that can hear the
song must succeed on a DC 13 Wisdom saving
throw or be charmed until the song ends. The hag
must take a bonus action on its subsequent turns
to continue singing. The hag can provide verbal
components for spells and maintain concentration
on spells while singing this song. She can stop
singing at any time. The song ends if the hag is
incapacitated.
While charmed by the hag in this way, a target is
affected as if by the suggestion spell, the command
for which need not be included in the song. The
effect ends on a creature if the hag or her allies
does anything to harm the creature or if the
creature is exposed to sunlight. If a creature
remains charmed in this way for 3 uninterrupted
minutes, the suggestion effect of the song persists
for 8 more hours until otherwise ended.
A target that successfully saves is immune to this
hag's song for the next 24 hours.

39
A Marzanna Hag's Lair
Marzanna Hag A marzanna hag makes her lair near or within a well-hidden
A marzanna hag is a personification of death and winter. mountain cave, allowing her to remain defended while she
Hunched and withered, these hags have marble white skin sleeps during the warm months. Skinned animal pelts adorn
and black, frostbitten claws, and they gaze out at the world every available surface.
with yellow, baleful eyes. They cover themselves in poorly
cured furs and crudely woven garments of straw decorated Lair Actions
with skulls, bones, beads, and bits of hair. These hags take A marzanna hag that has attained the status of grandmother
particular delight in eroding the faith of common folk in or auntie may have a handful of lair actions available to it.
authority, and will take pains to sabotage roads with Consult Volo's Guide to Monsters pg. 59 for more detail on
avalanches and to levy plagues and famine on those hag lair actions.
sheltering from the cruelty of winter to convince the common Marzanna hags maintain an awareness of their lairs even
folk that those in power don’t care about them. while hibernating during the warm months. Though they
Sister Winter. Villages with a resident marzanna hag cannot wake up before winter comes, they can still observe
nearby fear the coming of winter. During the warm months events within their lair as if with arcane eye and can take lair
the marzanna sleeps soundly in deep caverns, creeping actions that don’t require them to move.
through the dreams of mortals while they wait for winter to The air within a 30 foot cube that the hag can see
return. When the snow finally falls the marzanna awakens becomes bitterly cold. Creatures within the area only
and begins to plague the surrounding countryside with recover half as much from healing magic as they normally
undead spirits, foul diseases, and terrible misfortunes. Even would. If a creature attempts to drink a potion within the
death is not truly a release from the horror of a marzanna area, the potion freezes solid for 1 minute.
hag, as she can bind the spirits of the dead to an endless
torment in the waking world. Regional Effects
Goddess of Death. Marzanna hags have a great deal of The region within 1 mile of a powerful marzanna hag's lair is
power over the process of death. They can tell how soon a warped by her magic, which creates one or more of the
creature will die by sense of smell, they can summon and following effects:
control the spirits of the dead, and they can drain the life from
the living with a mere touch. Many villagers that live near a The marzanna hag becomes aware when a creature is
marzanna hag are frightened into worshipping her like a sleeping within the area and can cast dream on it without
goddess, leaving offerings for her in the hopes of placating knowing its name so long as it remains within the area.
her. These only work because they convince the hag to not Undead in the area display an unusual amount of cunning,
kill and eat them outright, but some foolish people believe and even zombies are capable of basic strategy.
that by tricking the marzanna hag they can avoid death itself.
These people often live long enough to regret their hubris. If the hag is killed but her body is not immolated and then
Always Return. A marzanna hag is almost impossible to submerged in water, these effects remain. Otherwise, these
kill. Their skins are as tough as leather and their flesh effects fade after a month, at which point the undead become
regenerates at an alarming rate if not cauterized with flame. inanimate.
Even if slain, the hag’s corpse will return to life within a week
if not first burned then drowned, no matter how mutilated the
corpse is. For the eldest among, even that may not be enough.
Covens. A marzanna hag that is part of a coven (see the
“Hag Covens” sidebar in the Monster Manual) has a
challenge rating of 8 (3,900 XP).

40
Marzanna Hag Elder Marzanna Hag
Medium fey, chaotic evil An elder marzanna hag has received centuries of
worship from terrified commoners, and she has
Armor Class. 16 (natural armor) become accustomed to being obeyed. Elder
Hit Points. 105 (14d8 + 42) marzannas have spent ages accumulating undead
Speed. 30 ft. spirits, and their lairs are crawling with the foul
beings. Even when they sleep, their presence can
be felt in the lingering dread.
STR DEX CON INT WIS CHA An elder marzanna hag has the same
21 (+5) 12 (+1) 16 (+3) 14 (+2) 13 (+1) 15 (+2) adjustments applied to it as other elder hags,
detailed in the Elder Hags sidebar, in addition to a
Damage Immunities. cold unique legendary action described below, giving
Senses. darkvision 60 ft., passive Perception her a Challenge Rating of 11 (7,200 XP)
Languages. Common, Giant Contingency Plans. An elder marzanna hag has been
Challenge. 6 (2,300 XP) around long enough to learn how to ensure that
her spirit lingers even if her body is destroyed, and
Innate Spellcasting. The hag’s innate spellcasting she may have a contingency plan in place in case
ability is Charisma (spell save DC 13). She can she is truly killed.
innately cast the following spells, requiring no
material components: Pysanka. A pysanka is a blown eggshell painted
with intricate colorful symbols and containing
At will: chill touch, pass without trace, ray of one of her own severed toes. If the pysanka is
enfeeblement, speak with dead buried in soil or sand and the hag is killed, her
1/day each: dream (can be cast while hibernating), spirit journeys to the egg, which regrows her
etherealness, vampiric touch, wall of ice body over the course of 8 months. If the hag
finishes regrowing and it is not winter, she
Regeneration. The hag regains 10 hit points at the enters a state of hibernation until winter and is
start of its turn. If the hag takes fire damage, this not negatively affected by being buried
trait doesn’t function at the start of the hag’s next underground. When winter comes, the hag
turn. The hag dies only if it starts its turn with 0 hit emerges from the egg.
points and doesn’t regenerate. Golodmora. When the hag is slain, her spirit
Return.The hag will revive with full hit points 1 lingers in the form of a hungry ghost, a
week after dying unless her corpse is immolated golodmora. In order to achieve this, the hag
and then submerged in water. must inscribe her flesh with an intricate pattern
of tattoos over the course of decades. When
Actions killed, the hag's spirit rises from her corpse the
following midnight as a ghost. If the hag's ghost
Multiattack. The hag uses her Dreadful Eye if possesses a teenaged female, she can perform a
available. She then makes two claw attacks. ritual to transform her body into that of a
marzanna hag. The hag knows exactly where the
Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., creature that dealt the killing blow to her is so
one creature. Hit: 12 (2d6 + 5) slashing damage long as they are on the same plane of existence.
Dreadful Eye (Recharge 4-6). The hag targets one
creature that she can see within 30 feet of her. The Additional Legendary Action.
target must succeed on a DC 13 Wisdom saving Cower! (Costs 2 Actions). The hag speaks a word
throw or become frightened for 1 minute. A of power. All creatures of the hag’s choice within
creature can repeat the saving throw at the end of 30 feet of her that can hear her must succeed on a
each of its turns, ending the effect on a success. DC 14 Wisdom saving throw or fall prone.
However, if the creature fails the save by 5 or more,
Sample Elder Marzanna Hag.
it immediately drops to 0 hit points.
Babushka Zuby. This marzanna hag has terrorized
If a humanoid is reduced to 0 hit points while the villages near her for centuries upon centuries.
under the effects of the hag’s Dreadful Eye, it Her hunger is legendary, and she demands regular
immediately dies and its spirit rises from its body in sacrifices of livestock to appease her and prevent
1d4 rounds as a specter, which remains for 24 her from stealing children away in the night. They
hours. These spirits are loyal to the hag, though say that even the summer is not enough to stave
they retain all their memories of life. her off, as she walks the nights as an invisible
wraith, bringing unseasonable chill with her.

41
A Mojan Hag's Lair
Mojan Hag Mojan hags prefer to lair near sources of water and exotic
Mojan hags are potion makers, and they despise the sight of plantlife, usually in broad houses supported above the water
civilization. They look like thickset old crones with hunched, on stilts. Their houses are often patrolled by cats, which
crabbed postures and lightning scarred skin. They favor mojan hags have a particular fondness for.
purples, greens, and black in their clothing and always wear
pointed hats. They shamble through the swamps, forests, and Lair Actions
caves they call home, their bodies twitching and their noses A mojan hag that has attained the status of grandmother or
wiggling as they chuckle darkly. auntie may have a handful of lair actions available to it.
Potion Masters. Mojan hags are among the most brilliant Consult Volo's Guide to Monsters pg. 59 for more detail on
alchemists in the world. They can craft some of the rarest and hag lair actions.
most potent of potions using the most innocuous of The mojan hag refills one of the potions that she has
ingredients. Of course, this does not come without already expended. Once she has used this lair action to
drawbacks, and the potions a mojan hag makes require refill a potion, she cannot use this lair action to refill this
frequent attention in order to keep their potency. Most potion again for 24 hours.
remarkable of all, though, the mojan hags possess the innate
ability to enchant their potions to effect creatures that they Regional Effects
merely splash on, allowing them to throw their potions as The region within 1 mile of a powerful mojan hag's lair is
weapons. warped by her magic, which creates one or more of the
Covens. A mojan hag that is part of a coven (see the “Hag following effects:
Covens” sidebar in the Monster Manual) has a challenge
rating of 6 (2,300 XP). Giant spiders are unusually common within the area, and
are always hostile towards humanoids. Humanoids that
die in this area while poisoned by spider venom may be
animated, rising up as zombies or skeletons.
When the hag dies, these effect fades after 1d4 days.

Variants: Other Potions


Mojan hags are incredibly proficient potion
brewers. The statistics provided in this supplement
represent the most common array of potions that
mojan hags will likely carry with them. However, a
mojan hag can have any array of potions on its
person. These can be selected from already
existing potions, such as potions of dimunition or
potions of giant strength, or mimic the effects of
spells such as confusion or stoneskin.
The potions that mojan hags carry with them
only remain potent for 24 hours after it was
brewed, after which point they all become potions
of poison, though identify will still identify them as
their original potions. Assume that a potion in a
mojan hag's possession had 2d12 - 1 hours of
potency left. Mojan hags possess the knowledge of
how to extend the potency period of their potions
for an additional 24 hours.

42
Mojan Hag Elder Mojan Hag
Medium fey, chaotic evil Elder mojan hags have spent centuries perfecting
their craft, leading them to create a wide variety of
Armor Class. 16 (natural armor, 18 with potion of potions with many strange effects. Their potions
speed) can grant flight, transform men into beasts, even
Hit Points. 65 (10d8 + 20) change race or stave off death. They've also
Speed. 30 ft. perfected the technique for crafting special
potions that produce clouds of choking smoke
which they are immune to but others which
STR DEX CON INT WIS CHA debilitates others with its foul odor.
13 (+1) 9 (-1) 14 (+2) 16 (+3) 13 (+1) 12 (+1) An elder mojan hag has the same adjustments
applied to it as other elder hags, detailed in the
Skills. Medicine +3, Perception +3, Survival +3 Elder Hags sidebar, in addition to a unique
Damage Immunity. lightning legendary action described below, giving her a
Senses. darkvision 60 ft., passive Perception Challenge Rating of 9 (5,000 XP)
Languages. Common, Giant, Goblin
Additional Legendary Action.
Challenge. 4 (1,100 XP)
Smokebomb (2 bottles). The hag throws a bottle
at a point within 30 feet of her. A 20-foot-radius
Potions. The hag carries a variety of potions on her sphere of yellow, nauseating gas centered on a
at all times. These potions can either be drunk by point within range. The cloud spreads around
the hag or thrown as a ranged weapon (see Throw corners, and its area is heavily obscured. The cloud
Potion action). The hag has the following potions remains for 1 minute or until dispersed. A
on her person. Any creature other than the hag can moderate wind (at least 10 miles per hour)
only be under the continuous effects one the the disperses the cloud after 4 rounds. A strong wind
hag's potions at a time. (at least 20 miles per hour) disperses it after 1
round.
Potion of Fire Resistance (2 bottles). Acts as a
Each creature other than the hag that is
potion of fire resistance.
completely within the cloud at the start of its turn
Potion of Harming (6 bottles). The target must
must make a DC 13 Constitution saving throw
make a DC 13 Constitution saving throw, taking
against poison. On a failed save, the creature
4d4 + 4 necrotic damage on a failure or half as
spends its action that turn retching and reeling.
much on a success.
Creatures that don't need to breathe or are
Potion of Healing (1 bottle). Acts as a potion of
immune to poison automatically succeed on this
greater healing.
saving throw.
Potion of Speed (1 bottle). Acts as a potion of
speed. Sample Elder Mojan Hag.
Potion of Poison (2 bottles). Acts as a potion of Clever Myrtle. Myrtle is a master alchemist. She
poison. has learned to craft almost every potion known to
Potion of Slowness (2 bottles). The target must mortals, from potions of giant strength to potions
succeed on a DC 13 Constitution saving throw of invisibility to potions that replicate such spells
or be affected as if by the slow spell as jump and darkvision . However, her most sought
Potion of Water Breathing (2 bottles). Acts as a after potion is the potion that regenerates those
potion of water breathing. that drink it, restoring limbs lost in battle or to
Potion of Weakness (2 bottles). The target must disease. Creatures of all variety travel far and wide
succeed on a DC 13 Constitution saving throw to ply her for these miraculous brews, which she
or be affected as if by the ray of enfeeblement only parts with for a steep price.
spell

Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 8 (2d6 + 1) slashing damage
Throw Potion. The hag throws a one of her potions
at a point within 30 feet of her. Any creatures
within 5 feet of that point are splashed with the
potion and subjected to its effects.

43
A Powler Hag's Lair
Powler Hag A powler hag always chooses a lair that is mostly submerged,
Powler hags are a wretched breed of hag that lairs in favoring lairs that allow her to never leave the comfort of the
stagnant ponds, swamps, and fens and delights in drowning water. Many of a powler hag's treasures and spells require
children and the elderly. Their nauseous green bodies are that they be stored out of the water, so her lair will always
bloated and revolting, like drowned corpses, and their hair is feature an area that is not underwater. Additionally, they often
long and stringy like algae. They lurk amid pond scum and feature convenient access to easily climbed trees.
river weeds, waiting for the perfect moment to lunge out and
drag their victims to an untimely end. Lair Actions
Ambushers. A powler hag never attacks head on, always A powler hag that has attained the status of grandmother or
preferring to ambush her prey, whether it be from the depths auntie may have a handful of lair actions available to it.
of a stagnant swamp or from the branches of a tree, which Consult Volo's Guide to Monsters pg. 59 for more detail on
powler hags are surprisingly adept at climbing. Powler hags hag lair actions.
are especially fond of watching people suffocate to death, All plantlife within 15 feet of the hag becomes overgrown.
whether by drowning or by choking, and love finding all Moving through the area costs 4 feet of movement for
manner of new ways to rob the breath of their victims. every 1 foot moved for all creatures other than the hag,
Mysteries in the Moors. Powler hags love mysteries, which is unhindered. The hag also has three quarter cover
particularly mysteries that involve disappearances or death. while within this area. The plants wither away and die on
More specifically, they love creating these mysteries. The initiative count 20 of the next turn.
uncertain grief of an unexplained disappearance or the
lingering fear of a mysterious death is far more satisfying to a Regional Effects
powler hag than simply drowning someone, though they take The region within 1 mile of a powerful powler hag's lair is
great delight in simple drownings as well. Conversely, when warped by her magic, which creates one or more of the
one of their mysteries is solved, a powler hag is liable to go following effects:
into a rage. They keep their ears open, listening for any new
opportunities to create a disappearance, as well as looking Pond scum grows in great profusion on the surface of still
for anyone getting close to solving the murders they've waters within the area, concealing anything that moves
already committed. beneath the water. Additionally, the bright green pond
Covens. A powler hag that is part of a coven (see the “Hag scum can easily fool the unwary into mistaking water for
Covens” sidebar in the Monster Manual) has a challenge solid ground, requiring a successful DC 17 Wisdom
rating of 4 (1,100 XP). (Perception) check or a successful DC 15 Wisdom
(Survival) or Intelligence (Nature) check to correctly
identify.
When the hag dies, these effect fades after 2d6 days.

44
Powler Hag Elder Powler Hag
Medium fey, chaotic evil An elder powler hag has the same adjustments
applied to it as other elder hags, detailed in the
Armor Class. 14 (natural armor) Elder Hags sidebar, in addition to a unique
Hit Points. 78 (12d8 + 24) legendary action described below, giving her a
Speed.30 feet, swim 50 feet, climb 30 feet Challenge Rating of 7 (2,900 XP)
Additional Legendary Action.
STR DEX CON INT WIS CHA Pond Scum (Costs 2 Actions). The hag fills the
16 (+3) 15 (+2) 14 (+2) 12 (+1) 15 (+2) 13 (+1) water in a 30-foot radius centered on her with
algae, heavily obscuring the area. The algae remains
for 1 minute before withering away and
Skills. Perception +4, Stealth +6 disappearing.
Senses. darkvision 60 ft., passive Perception
Languages. Aquan, Common, Sylvan Sample Elder Powler Hag.
Challenge. 2 (450 XP) Jenny Greenteeth. This powler hag has spent
centuries cultivating a gulthias tree growing deep
Amphibious. The hag can breathe both air and within the murky swamp she makes her home in.
water. She is growing an army of blights with the
intention of murdering an entire nearby town in a
Camouflage. The hag has advantage on Dexterity single night, creating the greatest tragic mystery of
(Stealth) checks while in surrounded by ample all. However, her efforts are stymied by her most
vegetation. hated rival hag, Grimelda Wartcrunch. This nasty-
Keen Hearing. The hag has advantage on Wisdom minded green hag has taken over a tribe of
(Perception) checks that rely on hearing. bullywugs and rules them through fear and
superstition. She intends to sacrifice the entire
Slippery. The hag has advantage on ability checks town to a froghemoth in a single night of
and saving throws made to escape a grapple. gluttonous fervor in hopes of awakening Ramenos,
the slumbering bullywug god. The two have an
Actions ongoing fued, and attempts on each other's lives
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., are frequent.
one creature. Hit: 12 (2d6 + 3) slashing damage.
Drag and Drown. Melee Weapon Attack: +5 to hit,
reach 5 ft., one creature. Hit: The target creature is
grappled (escape DC 13) and must succeed on a
DC 13 Strength (Athletics) check or be dragged by
the hag up to the hag's speed.

45
A Sighing Hag's Lair
Sighing Hag A sighing hag's lair is always dark and gloomy, typically
Sighing hags are among the most bitter and petty of all hags, located within deep within a cave or a forest. Magical
resenting the happiness of every creature they encounter. darkness often pervades areas of the lair, and the only light
They desire only to make the world as gloomy and miserable that can be found will come from will o' wisps.
as they are.
Haters of Light. Sighing hags loathe light in all its forms Lair Actions
and seek to extinguish it wherever they encounter it. They A sighing hag that has attained the status of grandmother or
particularly despise fire for the warmth and comfort it brings, auntie may have a handful of lair actions available to it.
though they also hate the moon, the stars, the sun, even Consult Volo's Guide to Monsters pg. 59 for more detail on
lightning bugs. If they had their way all the world would sink hag lair actions.
into a lightless twilight of quiet misery. The only light that a The hag targets one creature that she can see in her lair.
sighing hag will tolerate is the ghost light of will o' wisps, The target is overcome with a supernatural chill until
which they find acceptable. initiative count 20 of the following round, during which
Shadowfell Women. A sighing hag is a fey touched by the time it cannot recover hit points. The target must also
pervasive despair of the Shadowfell. They are less violent succeed on a DC 11 Constitution saving throw or be
than other hags, though they are no less cruel and spiteful. stunned as well.
Though weak, these cunning hags possess an innate
kinship with the denizens of the Shadowfell. Creatures such Regional Effects
as meazels, sorrowsworn, skulks, and even the shadar-kai The region within 1 mile of a powerful sighing hag's lair is
and nagpa regard sighing hags as something akin to a warped by her magic, which creates one or more of the
maternal figure, and frequently ally with them. As such, it is following effects:
not uncommon for these hags to be encountered alongside
far mightier creatures than themselves. Non-magical flames smaller than a torch refuse to light,
Saboteurs. These hags rarely seek the wholesale and gusts of cold wind extinguish open flames of a non-
destruction and violence of other hags. Rather, they seek to magical nature without warning. Campfires require a DC
undermine all that is good, replacing it with despair and 11 Wisdom (Survival) check to ignite.
gloom. They can get in anywhere and escape like the wind, A supernatural chill pervades the area, and shadows are
making it easy for them to sneak into anywhere they want deeper and gloomier.
and cause mischief.
Covens. A sighing hag that is part of a coven (see the “Hag When the hag dies, these effects fade after 2d6 days.
Covens” sidebar in the Monster Manual) has a challenge
rating of 3 (700 XP).

46
Sighing Hag Elder Sighing Hag
Medium fey, neutral evil An elder sighing hag has had centuries upon
centuries to dwell on her resentment and has seen
Armor Class. 14 (natural armor) countless lights snuffed by her long reaching plots.
Hit Points. 32 (5d8 + 10) Though still weaker than most other hags, an elder
Speed. 30 ft. sighing hag has forged alliances with many dark
creatures such as sorrowsworn, wraiths,
meenlocks, and even shadow dragons, making
STR DEX CON INT WIS CHA them very dangerous enemies to have. An elder
13 (+1) 16 (+3) 15 (+2) 17 (+3) 16 (+3) 12 (+1) sighing is intimately familiar with the value of long
planning and is almost never caught off guard. They
Skills. Stealth +5 have the ability to quench light and move through
Damage Vulnerabilities. radiant shadows with hardly any effort.
Damage Immunities. cold, necrotic An elder sighing hag has the same adjustments
Condition Immunities. exhaustion applied to it as other elder hags, detailed in the
Senses. darkvision 120 ft., passive Perception Elder Hags sidebar, in addition to a unique
Languages. Common, Elvish, Giant legendary action described below, giving her a
Challenge. 1 (200 XP) Challenge Rating of 4 (1,100 XP)
Additional Reaction.
Devil's Sight. Magical darkness doesn’t impede the Smother Magic. When a spell that creates fire or
hag's darkvision. light is cast, the hag casts counterspell against the
spell.
Innate Spellcasting. The hag’s innate spellcasting
ability is Charisma (spell save DC 11, +3 to hit with Additional Legendary Action.
spell attacks). She can innately cast the following Shadow Step (Costs 2 Actions). The hag teleports
spells, requiring no material components: to an unoccupied space within 30 feet of her,
3/day each: chill touch, expeditious retreat, knock provided that both the space she's teleporting
from and her destination are in dim light or
Shadow Stealth. While in dim light or darkness, the darkness. The destination need not be within line
hag can take the Hide action as a bonus action. Her of sight.
stealth bonus is also improved to +7.
Sample Elder Sighing Hag.
Sunlight Sensitivity. While in sunlight, the hag has Whispering Mindy. This sighing hag has lived in
disadvantage on attack rolls, as well as on Wisdom the forest of Coldwood for uncounted centuries,
(Perception) checks that rely on sight. where she makes her home in the branches of an
ancient umbral banyan. Despite the tropical
Actions environment of the land, Coldwood forest is chilly
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., all year round, and has long had a reputation for
one creature. Hit: 8 (2d6 + 1) slashing damage strange monsters and wandering ghosts. This is
because of the numerous Shadowfell crossings
Extinguishing Breath. The hag exhales a 50 foot line present due to the enormous population of umbral
of cold air. Any unprotected non-magical flame or banyans. Whispering Mindy acts as an advisor for a
source of light created by a 2nd level or lower spell group of shadar-kai that use her forest as a base of
is immediately extinguished. operations while performing missions on behalf of
the Raven Queen. On moonless nights, she prowls
the sky in her flying cauldron in search of
slumbering humans. She steals the passion from
their souls, which she traces to the shadar-kai for
magical items directly from the Raven Queen
herself.

47
Hag Related Creatures

H
ags can have a wide variety of creatures in Monster CR Source
service to them, from goblins to quicklings to Styrix 2 --
ogres to skeletons. However, some creatures,
such as the scarecrow and the banderhobb, Swarm of 2 --
are particularly well known for being Dreamweavers
associated with hags. For ease of reference, I Animated Stove 3 Waterdeep: Dungeon of the
am including a list of all hag related monsters Mad Mage
by CR, including this supplement, official source material, Dancing Cauldron 3 --
and my product Fey Compendium I: Spirits of the Feywild.
Ebony Lager 3 --
Hag Related Creatures by CR Ivory Moonshine 3 --
Monster CR Source
Hagspawn Thug 3 --
Broom of Animated Attack 1/4 Curse of Strahd
Haraknin 3 --
Flying Spoon 1/4 --
Nightmare 3 Monster Manual
Leech Toad 1/4 --
Amber Ale 4 --
Barovian Witch 1/2 Curse of Strahd
Golden Champagne 4 --
Hagspawn 1/2 --
Hagspawn Mage 4 --
Jermlaine 1/2 --
Kalabon Swarm 4 --
Kalabon 1/2 --
Yeth Hound 4 Volo's Guide to Monsters
Moor Hound 1/2 --
Banderhobb 5 Volo's Guide to Monsters
Ash Rat 1 --
Boglin 5 --
Cait Sith 1 --
Hagspawn Brute 5 --
Dreamweaver 1 --
Shadurakul 5 --
Guardian Portrait 1 Curse of Strahd
Swarm of Ash Rats 5 --
Guardian Scarecrow 1 --
Broodswarm 6 --
Jack o' Lantern 1 --
Kalabon Ulcer 6 --
Kenku Mage 1 --
Stirge Swarm 6 --
Quablyn 1 --
Stitched Devil 7 --
Scarecrow 1 Monster Manual
Yeshbavhan 7 --
Shadow Asp 1 --
Dark Naga 9 --
Sporeback Toad 1 --
Black Willow 8 --
Swarm of Cutlery 1 --
Bleeding Willow 8 --
Wastrel 1 --
Dark Cypress 8 --
Animated Table 2 Tales from the Yawning
Portal Fiendish Flesh Golem 8 Descent into Avernus
Effigy Scarecrow 2 -- Umbral Banyan 10 --
Gargantuan Rug of 2 Tales from the Yawning Night Twist 11 --
Smothering Portal Assassin Devil (Dogai) 11 --
Infernal Scarecrow 2 -- Baba Lysaga 11 Curse of Strahd
Kalabon Wart 2 -- Baba Lysaga's 11 Curse of Strahd
Perfumed Liqueur 2 -- Creeping Hut
Pestilence Scarecrow 2 -- Catoblepas Harbinger 12 --
Ruby Merlot 2 -- Solar Knight 12 --
Rug of Smothering 2 Monster Manual Kalabon Cancer 13 --
Baba Yaga's Dancing 16 --
Hut

48
Animated Objects
Hags are particularly fond of using magically animated Dancing Cauldron
objects to guard their homes and give their intruders a nasty Medium construct, unaligned
surprise. Animated tables, animated stoves, brooms of Armor Class 18 (natural armor)
animated attack, and rugs of smothering are just some of the Hit Points 49 (9d8 + 9)
many cunning objects that hags love to use to defend their Speed 30 ft.
lairs.
Hag Animated Objects STR DEX CON INT WIS CHA
CR Name Source pg
16 (+3) 8 (-1) 13 (+1) 1 (-5) 5 (-3) 1 (-5)
1/4 Broom of Animated Curse of Strahd 226
Attack Damage Immunities poison, psychic
1/4 Flying Spoon -- -- Condition Immunities blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified,
1 Guardian Portrait Curse of Strahd 227 poisoned, prone
1 Swarm of Cutlery -- -- Senses blindsight 30 ft. (blind beyond this radius),
passive Perception 7
2 Animated Table Tales from the Yawning 230 Languages --
Portal
Challenge 3 (700 XP)
2 Gargantuan Rug of Tales from the Yawning 56
Smothering Portal Constructed Nature. An animated object doesn't
2 Rug of Smothering Monster Manual 20 require air, food, drink, or sleep.
3 Animated Stove Waterdeep: Dungeon of 186 The magic that animates an object is dispelled
the Mad Mage when the construct drops to 0 hit points. An
3 Dancing Cauldron -- -- animated object reduced to 0 hit points becomes
inanimate and is too damaged to be of much use or
value to anyone.
Dancing Cauldron Antimagic Susceptibility. The cauldron is
Dancing caludrons are animated cauldrons, large enough to incapacitated while in the area of an antimagic field.
fit an entire man into, that when active dance about, If targeted by dispel magic, the cauldron must
splashing their contents everywhere. They are capable of succeed on a Constitution saving throw against the
dousing an unfortunate victim with boiling liquid, scalding caster's spell save DC or fall unconscious for 1
them horribly before crushing them into a greasy smear with minute.
their scorching hot bodies. False Appearance. While the cauldron remains
Companion Creatures. Dancing cauldrons, while motionless, it is indistinguishable from a normal
formidable on their own, are rarely encountered alone. Often cauldron.
times they are paired with flying spoons, which can utilize the
boiling water they contain to great effect. Other times, they Actions
may contain creatures such as water weirds or swarms of Slam. Melee Weapon Attack: +5 to hit, reach 5ft.,
supernatural insects which burst out of them. one target. Hit 8 (1d10 + 3) bludgeoning damage
plus 3 (1d6) fire damage
Scald (Recharges after being refilled with boiling
water). The cauldron splashes its scalding hot
contents over a single creature within 5 feet of it,
emptying itself of water. The creature must make a
DC 11 Dexterity saving throw, taking 21 (6d6) fire
damage on a failure or half as much on a success.

49
Flying Spoon Swarm of Cutlery
Flying spoons are long spoons that chase their victims and Swarms of cutlery are made of dozens of knives and forks, all
strike them mercilessly. They are often found in concert with flying about like a swarm of wasps. They may remain docile
dancing cauldrons, as they can direct streams of scalding within a drawer until they detect an intruder, at which point
liquid at their victims. they emerge en force.

Flying Spoon Swarm of Cutlery


Tiny construct, unaligned Medium Swarm of tiny constructs, unaligned

Armor Class 14 Armor Class 14


Hit Points 10 (4d4) Hit Points 38 (7d8 + 7)
Speed 0 ft., fly 60 ft. (hover) Speed 0 ft., fly 60 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 10 (+0) 1 (-5) 5 (-3) 1 (-5) 8 (-1) 18 (+4) 12 (+1) 1 (-5) 5 (-3) 1 (-5)

Damage Immunities poison, psychic Damage Resistances bludgeoning, piercing, slashing


Condition Immunities blinded, charmed, deafened, Damage Immunities poison, psychic
exhaustion, frightened, paralyzed, petrified, Condition Immunities blinded, charmed, deafened,
poisoned, prone exhaustion, frightened, paralyzed, petrified,
Senses blindsight 30 ft. (blind beyond this radius), poisoned, prone
passive Perception 7 Senses blindsight 30 ft. (blind beyond this radius),
Languages -- passive Perception 7
Challenge 1/4 (50 XP) Languages --
Challenge 1 (200 XP)
Constructed Nature. An animated object doesnt
require air, food, drink, or sleep. Constructed Nature. An animated object doesnt
require air, food, drink, or sleep.
The magic that animates an object is dispelled
when the construct drops to 0 hit points. An The magic that animates an object is dispelled
animated object reduced to 0 hit points becomes when the construct drops to 0 hit points. An
inanimate and is too damaged to be of much use or animated object reduced to 0 hit points becomes
value to anyone. inanimate and is too damaged to be of much use or
value to anyone.
Antimagic Susceptibility. The spoon is incapacitated
while in the area of an antimagic field. If targeted by Antimagic Susceptibility. The spoon is incapacitated
dispel magic, the spoon must succeed on a while in the area of an antimagic field. If targeted by
Constitution saving throw against the caster's spell dispel magic, the spoon must succeed on a
save DC or fall unconscious for 1 minute. Constitution saving throw against the caster's spell
save DC or fall unconscious for 1 minute.
False Appearance. While the spoon remains
motionless, it is indistinguishable from a normal False Appearance. While swarm of cutlery remains
spoon. motionless, it is indistinguishable from a normal
pile of utensils.
Actions Swarm. The swarm can occupy another creature's
Smack. Melee Weapon Attack: +6 to hit, reach 5ft., space and vice versa, and the swarm can move
one target. Hit 1 (1d4 – 1) bludgeoning damage through any opening large enough for a Tiny
utensil. The swarm can't regain hit points or gain
Scalding Splash (Can only be used while within 5 feet temporary hit points.
of a source of boiling water). Ranged Spell Attack: +6
to hit, range 30 ft., one target. Hit 5 (2d4) fire Actions
damage
Stabs. Melee Weapon Attack: + to hit, reach 0 ft.,
one creature in the swarm's space. Hit: 14 (4d6)
piercing damage, or 7 (2d6) piercing damage if the
swarm has half of its hit points or fewer.

50
Ash Rat
An ash rat is a creature of fire and soot formed when a rat is Swarm of Ash Rats
tortured and burned alive by evil magic. They appear to be Tiny elemental, unaligned
made of ash and fur in the shape of a rat and continually Armor Class. 14
emitting sparks and billows of dirty smoke. They gain Hit Points. 82 (15d8 + 15)
sustenance from the process of burning things, and as such Speed. 30 ft.
are incredibly dangerous where ever they emerge.
Swarms of Revenge. Typically these monsters are made
purposefully by hags, as they are relatively easy to create. STR DEX CON INT WIS CHA
These ash rats are typically kept trapped in the hag's oven 9 (-1) 18 (+4) 12 (+1) 3 (-4) 10 (+0) 4 (-3)
and fed kindling until such time as they are released into an
unsuspecting home or city, at which point they run amok, Damage Resistances. bludgeoning, piercing, and
burning all that they encounter. However, they may slashing damage
occasionally be born from the corpses of rats that died during Damage Vulnerabilities cold
a wildfire in a forest or a city, forming a swarm of destruction Damage Immunities. fire, poison
a few days after the initial tragedy only to repeat the tragedy Condition Immunities. charmed, frightened,
all over again. grappled, paralyzed, petrified, poisoned, prone,
restrained, stunned
Senses. darkvision 30 ft., passive Perception 10
Languages. --
Ash Rat Challenge. 5 (1,100 XP)
Tiny elemental, unaligned
Fire Absorption. Whenever the swarm is subjected
Armor Class. 11 to fire damage, it takes no damage and instead
Hit Points. 10 (3d4 + 3) regains a number of hit points equal to the fire
Speed. 20 ft. damage dealt.
Smoky Hide. The swarm can begins to emit smoke
STR DEX CON INT WIS CHA or stop emitting it as a free action. The smoke fills
2 (-4) 13 (+1) 12 (+1) 3 (-4) 10 (+0) 4 (-3) the space the swarm occupies. . The smoke heavily
obscures the area. A strong wind blows this smoke
away for the duration that the wind is blowing.
Damage Vulnerabilities cold
Damage Immunities. fire, poison Swarm. The swarm can occupy another creature's
Condition Immunities. poisoned space and vice versa, and the swarm can move
Senses. darkvision 30 ft., passive Perception 10 through any opening large enough for a Tiny rat.
Languages. -- The swarm can't regain hit points or gain temporary
Challenge. 1 (200 XP) hit points except through its Fire Absorption trait.

Fire Absorption. Whenever the rat is subjected to Actions


fire damage, it takes no damage and instead regains Bite. Melee Weapon Attack: +5 to hit, reach 5 ft.,
a number of hit points equal to the fire damage one creature. Hit: 15 (6d4) piercing damage plus
dealt. 15 (6d4) fire damage, or 7 (3d4) piercing damage
plus 7 (3d4) fire damage if the swarm has half of its
Smoky Hide. The rat can begins to emit smoke or
hit points or fewer
stop emitting it as a free action. The smoke fills the
space the rat occupies. The smoke heavily obscures Spit Fire (Recharge 6). The swarm exhales fire in a
the area. A strong wind blows this smoke away. 15-foot cone. Each creature in that area must make
a DC 11 Dexterity saving throw, taking 21 (6d6)
Actions fire damage on a failed save, or half as much
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., damage on a successful one. If the swarm has half
one creature. Hit: 1 piercing damage plus 2 (1d4) of its hit points or fewer, it only deals 10 (3d6) fire
fire damage. damage on a failed save, or half as much damage on
a successful one.
Spit Fire (Recharge 6). Ranged Weapon Attack: +5 to
hit, range 15/30 ft., one creature. Hit: 3 (1d6) fire
damage.

51
Assassin Devil (Dogai)
These devils are the premiere assassins of the Hells and are Assassin Devil
made from raw, primeval darkness. With night black skin, a Medium fiend (devil), lawful evil
broad, bony smile locked into a rictus grin, and the ability to Armor Class. 17
move noiselessly, an assassun devil is an unnerving foe to Hit Points. 135 (18d8 + 54)
fight for even battle hardened veterans. These devils never Speed. 35 ft
speak, communicating only through telepathy
Primeval Shadow. When Baator was still young and
Asmodeus still establishing his rule over the untamed evil of STR DEX CON INT WIS CHA
the realm, even the shadows themselves possessed life. 19 (+4) 25 (+7) 17 (+3) 16 (+3) 22 (+6) 17 (+3)
Cruel, malevolent things, they lurked on the edges of the
realm, picking off any creature foolish enough to wander Skills. Perception +10, Stealth +11
among them alone. Asmodeus ordered that all such shadows Damage Resistances. bludgeoning, piercing, and
be rounded up and poured into massive cauldrons attended slashing damage from non-magical weapons that
to by night hags and pit fiends. The shadows were forged into aren't silvered
devils who answer only to Asmodeus and the darkness from Damage Immunities. fire, poison
which they were forged. Condition Immunities. poisoned
Outside the Hierarchy. Assassin devils exist outside the Senses. darkvision 120 ft., blindight 60 ft., passive
typical hierarchy of the Nine Hells, and no other devils trust Perception 20
them. They have free reign to kill any devil they wish without Languages. Infernal, telepathy 120 ft.
fear of direct legal reprisal. The only laws to which an Challenge. 11 (7,200 XP)
assassin devil are held are the laws of the contract that they
accept, and they are under no compunction to accept any Assassinate. During its first turn, the devil has
particular contract. Only Asmodeus has the direct authority advantage on attack rolls against any creature that
to punish them for their actions. As a result, they are free to hasn't taken a turn. Any hit the devil scores against
pursue assassinations against any devil they wish, no matter a surprised creature is a critical hit.
how high in the hierarchy they reside, save for against Dark Cunning. On each of its turns, the devil can
Asmodeus himself. Despite the mistrust that other devils use a bonus action to take the Dash, Disengage, or
bear for them, the dogai are still very much in demand. Hide action. While in dim light or darkness, the
Interestingly, dogai will not willingly kill another dogai, and if devil's stealth bonus is also improved to +15.
ordered to do will merely fight to submission. Devil's Sight. Magical darkness doesn't impede the
The Dark Beneath the Plane. When Asmodeus crafted devil's darkvision.
the dogai, he gave shape to the primeval darkness that
preceded the existence of his empire. Some even believe he Evasion. If the devil is subjected to an effect that
may have brokered a deal with the darkness itself. As a result, allows it to make a Dexterity saving throw to take
though he can command them to obey, their true loyalty is only half damage, the devil instead takes no damage
ultimately to the darkness beneath the Hells. The dogai do if it succeeds on the saving throw, and only half
not fear the voice of Magoth Thym, for they were born from damage if it fails.
the shadows from which the howling comes. Fog Cloud. The devil can innately cast fog cloud at
The Command of the Hag Countess. Malagard serves will, requiring no material components.
the darkness beneath Magoth Thym and is the only being in Magic Resistance. The devil has advantage on saving
the multiverse aside from Asmodeus who can command the throws against spells and other magical effects.
assassin devils. The hags of the multiverse know this, and
they know hat they can broker deals with Malagard in secret Sneak Attack (1/Turn). The assassin deals an extra
21 (6d6) damage when it hits a target with a
to commission the use of these deadly fiends in exchange for weapon attack and has advantage on the attack roll,
payment in souls or magic items. or when the target is within 5 feet of an ally of the
assassin that isn't incapacitated and the assassin
doesn't have disadvantage on the attack roll.
Unseen Step. If the devil is not being observed at
the start of its turn, it can use a bonus action to
teleport to an unoccupied space within 60 feet of
it. The destination need not be within line of sight if
it is in dim light or darkness.

Actions
Multiattack. The devil makes two weapon attacks.
Shortsword. Melee Weapon Attack: + to hit, reach 5
ft., one creature. Hit: 10 (1d6 + 7) piercing
damage.

52
Boglin
There's always a torch burning near the edge of the swamp. Boglin
No one likes to talk about why. The disappearances were one Small fey (goblin), lawful evil
thing. A few good men and women vanish while traveling. Armor Class. 15 (natural armor)
Such is life. That all changed, though, when one of them Hit Points. 88 (16d6 + 32)
came back raving about goblin sorcerers, so riddled with Speed. 30 ft., swim 30 ft., burrow 30 ft.
disease he could barely stand. He died and was buried in
accordance with elvish custom. It would have ended there,
but his mourning wife found the grave dug open and a trail STR DEX CON INT WIS CHA
leading towards the swamp a week later. That's when they 11 (+0) 18 (+4) 15 (+2) 12 (+1) 15 (+2) 12 (+1)
started putting the torch at the edge of the swamp.
Goblins of Mud. Once a tribe of goblins was chased into a Saving Throws: Int +4, Wis +5, Cha +4
swamp by a tribe of elves, where the unfortunate wretches Skills. Perception +5, Sleight of Hand +4, Stealth +7
eventually became lost. Bewildered by the twisting turns and Damage Resistances. bludgeoning, piercing, and
impossible mud, they were utterly confounded and doomed to slashing damage from non-magical weapons
die, They prayed to Khurgorbaeyag and Maglubiyet, but their Damage Immunities. poison
cruel gods have no space in their hearts for mercy. However, Condition Immunities. poisoned
their prayers were heard by Baba Yaga, who took mercy on Senses. darkvision 60 ft., passive Perception 15
the pathetic creatures. She gave them a gift, granting them Languages. Goblin, Sylvan
the power and cunning to thrive in the swamp. However, as Challenge. 5 (1,800 XP)
with all hag gifts, there was a catch.
Price to Pay. When granted the power to survive in the Amphibious. The boglin can breathe both air and
swamps, the boglins were ensnared in Baba Yaga's cruel joke. water, including fetid water and mud.
A boglin is bound by a rigid set of rules and guidelines by
which it must live its life. These rules vary from tribe to tribe: Aura of Stagnation. Any non-magical liquids
contained within flasks, barrels, and the like that
some tribes may be forbidden from eating fish, while others remain within 30 feet of a boglin for 1 minute
must give the right of way if a snail crosses their path. become fouled and nonpotable.
However, many rules are consistent throughout all boglin
society: Code of Law. The boglin must obey the boglin laws.
Should the boglin break one of the boglin laws, it
Boglins may not walk on a path or road made by immediately looses its powers and becomes a
humanoids. regular goblin.
A boglin must obey, to the letter, any order given to it by a Goblinoid. The boglin is physically indistinguishable
hag, so long as that order does not violate the other rules from a goblin.
that boglins must abide by.
A boglin may not wield flame. Actions
Any failure to adhere to these rules will lead to boglin Multiattack. The boglin makes two claw attacks.
immediately losing its powers, becoming a mundane goblin Claws. Melee Weapon Attack: +7 to hit, reach 5 ft.,
that is relentlessly pursued by its kin. one creature. Hit: 7 (1d6 + 4) slashing damage and
Foul and Wretched. Contrary to popular belief, goblins are the target must make a DC 12 Constitution saving
actually quite fastidious about cleanliness. However, boglins throw or contract Sewer Plague (pg 257 Dungeon
are another story. They have fully embraced the foulness of Master's Guide). If an elf dies of this disease, its
their swamp homes. They smear their bodies with mud and corpse transforms into a new boglin over the
animal guts, and they fill their realms with stinging insects, course of 2d6 days.
foul fungi, and toxic molds. Being immune to poison and Shortbow. Ranged Weapon Attack: +7 to hit, range
disease, they are freed from worrying about hygeine. 80/320 ft., one creature. Hit: 7 (1d6 + 4) piercing
Boglins carry Sewer Plague on their claws, and the disease damage
permeates their home waters. All creatures are vulnerable to
this foul disease, but should an elf or half-elf die as a result it, Sink (Recharge 5-6). Each creature of the boglin's
they suffer a most gruesome fate. Its body undergoes a choice that is within 60 feet of the boglin, is on
mud or in water, and is not on a path must succeed
hideous transformation, slowly pickling and shriveling over on a DC 12 Wisdom saving throw or be dragged 5
the course of several days until it becomes a new boglin with feet below the surface of the mud or water by a
full knowledge of its tribe's rules. spectral force for 1 hour. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on a success. Alternatively, the target can
use an action to make a DC 15 Athletics check,
consuming 30 feet of movement to push itself to
the surface and ending the effect on a success. If a
creature's saving throw is successful or the effect
ends for it, the creature is immune to the boglin's
Sink for the next 24 hours.

53
Broodswarm
A broodswarm is a horde of tiny, chittering demons with fat Broodswarm
little bodies, over large heads, madly flapping vestigial wings, Large swarm of tiny fiends (demon), chaotic evil
and claws like sewing needles. They are created by hags and Armor Class. 15
are slavishly loyal to their mistresses, being incapable of Hit Points. 72 (18d10 + 72)
disobeying them. Speed. 40 ft., climb 30 ft.
Gruesome Birth. The creation of a broodswarm is a long
and gorey process. A hag must venture into the Abyss, where
she must then corral a large number of ferocious manes STR DEX CON INT WIS CHA
demons. Then, in a ritual that takes a month of dedicated 12 (+1) 20 (+5) 18 (+4) 3 (-4) 8 (-1) 4 (-3)
work, the hag must cut away tiny pieces of her flesh, feeding
them to the slavering manes, which promptly shrink into the Skills. Perception +2, Stealth +8
broodlings of the swarm. The process is costly and painful, Damage Resistances. cold, fire, lightning;
reducing the hag's Constitution score by 2 for as long as the bludgeoning, piercing, and slashing damage
swarm lives, but the benefits of a broodswarm far outweigh Damage Immunities. poison
its cost in the eyes of many hags. Condition Immunities. charmed, frightened,
Loyal Children. A broodswarm is unwaveringly loyal to its grappled, paralyzed, petrified, prone, restrained,
mother and obeys every order given by her no matter how stunned
strange or dangerous. Because of this unfaltering obedience, Senses. darkvision 60 ft., passive Perception 12
broodswarms are excellent thieves, guardians, and spies. Languages. Abyssal
Additionally, they possess the ability to summon the hags that Challenge. 6 (2,300 XP)
created them, making them ideal infiltrators. However, their
most valuable ability is as kidnappers. Avoidance. If the broodswarm is subjected to an
Stitching Claws. Broodswarm broodlings possess effect that allows it to make a Dexterity saving
strange, needle-like claws instead of hands. These claws throw to take only half damage, it instead takes no
produce a black thread which the broodlings can use to stitch damage if it succeeds and only half if it fails.
the limbs of their victims together by working in concert. Call Mother (1/Day). The swarm can attempt to
They are especially fond of ambushing sleeping victims, but magically summon the hag that created it. In order
even creatures that can fight back are all but helpless to fight to do so, the broodswarm must use its action and
back against their astonishing agility. Once their prey is movement on each consecutive turn to perform a
secure, they will summon their mother or carry the prey off to ritual for one uninterrupted minute performing a
wherever ordered. ritual. If successful, the hag is summoned into a
space the swarm occupies at the end of the ritual.
There is a 25% chance that the hag refuses the
summon for whatever reason. If the hag refuses the
summon or the ritual is interrupted, the ritual fails
and its use for the day is wasted.
Swarm. The broodswarm can occupy another
creature's space and vice versa, and it can move
through any opening large enough for a Tiny
creature. The broodswarm can't regain hit points or
gain temporary hit points.

Actions
Multiattack. The broodswarm makes one melee
attack against each creature in its space.
Stitching Claws. Melee Weapon Attack: +8 to hit,
reach 0 ft., one creature in the broodswarm's space.
Hit: 36 (8d8) piercing damage, or 18 (4d8)
piercing damage if the swarm has half of its hit
points or fewer. Additionally, on each successful
hit, the swarm begins to stitch the target's limbs
together. After one hit, the target has disadvantage
on saving throws. After two hits, the target also has
disadvantage on attack rolls. After three hits the
target is restrained. After four hits, the target's eyes,
ears, and mouth are sewn shut, rendering it blinded,
deafened, and unable to speak. The swarm can
choose to cause non-lethal damage with this attack

54
Cait Sith
The cait sith, also known as a midnight cat, appears to simply Cait Sith
be a mundane black cat with an immaculate coat and striking Tiny monstrosity, neutral evil
green eyes. However, it is in actuality a sinister, intelligent Armor Class. 12
creature that spreads bad luck and misfortune wherever it Hit Points. 7 (5d4)
goes. Displaying a unique form of arcane parasitism, a cait Speed. 40 ft., climb 30 ft.
sith must bond itself to a host in order to use its powers.
Born of Misfortune. The first cait siths were primitive
druids who defied the goddess Beshaba and refused to STR DEX CON INT WIS CHA
worship her. As punishment, she transformed them into cats 3 (-4) 15 (+2) 10 (+0) 13 (+1) 12 (+1) 16 (+3)
and trapped them on the plane of ghosts. When they
eventually begged her to have mercy on them and to release Skills. Acrobatics +4, Perception +3, Stealth +6
them from that pale place, she released them back into the Senses. darkvision 120 ft., passive Perception 13
mortal plane on the condition that they spread misfortune on Languages. Common and the languages of its host
her behalf. Even today, if a cait sith fails to cause at least one Challenge. 1 (200 XP)
misfortune per week, it fades into the Ethereal Plane until
summoned back. Keen Smell. The cait sith has advantage on Wisdom
Inviting it In. Because a cait sith must cause misfortune to (Perception) checks that rely on smell.
remain in the physical world, they strive to cause as much
misfortune as possible. However, a cait sith can only use its False Appearance. The cait sith is indistinguishable
magic to cause misfortune while bonded to a creature. A cait from a mundane black cat.
sith can only bond to a creature that voluntarily invites it into Host Dependent. If the cait sith is not bonded to a
its home or summons it as a familiar. As a result, there are living creature, it cannot use its Innate Spellcasting
many folk tales about why black cats are bad luck, and why or Bad Luck reaction. A cait sith can become
you should not invite them into your home. bonded to a creature if invited into its home or
Parasitic Familiar. When a spellcaster attempts to summoned as a familiar.
summon a familiar near a cait sith, it can attempt to force its Innate Spellcasting. The cait sith's innate
way into the spell, causing itself to be summoned instead of spellcasting ability is Charisma (spell save DC 13,
the intended target. Once summoned, it is under no though if acting as a familiar it can use its master's
compunction to obey its master. Instead, it enjoys itself by spell save DC). It can innately cast the following
creating misfortune for every creature it encounters. It enjoys spells, requiring no material components:
tormenting its master by causing misfortune to both it and its 1/day each: bane, bestow curse
allies.
Hag Friends. Many hags are fond of cait siths, which will Parasitic Familiar. If the find familiar spell is cast
willingly cooperate with these harridans in order to spread within 10 miles of the cait sith's location, the cait
misfortune, misery, and evil. Some mortal spellcasters will sith immediately becomes aware of it and can use a
attempt to do the same thing, but cait siths rarely stay loyal to reaction to attempt to make itself the subject of
the spell. The caster must succeed on a DC 13
a mortal master for long. However, devout worshippers of saving throw using its spell attack roll or summon
Beshaba and other gods of misfortune may receive obedience the cait sith instead of the intended familiar.
from a cait sith, at least for a time.
Once the cait sith has been summoned as a familiar
it cannot be dismissed by its master unless it allows
it, nor is it obligated to obey its master. If its master
tries recasting find familiar, even if the cait sith is
dead, the spell will simply summon the cait sith
again. The cait sith's bond to its summoner can be
broken with a remove curse spell of 5th level or
higher, with the death of its summoner, or as a free
action by the cait sith.

Actions
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft.,
one creature. Hit: 1 slashing damage

Reactions
Bad Luck. The cait sith imposes disadvantage on
one saving throw, ability check, or attack roll being
made by a creature within 60 feet of it that it can
see.

55
Canomorph
A canomorph is an fiendish hound that has gained the ability Haraknin
to transform into a humanoid form. Typically, it gains this Medium fiend, lawful evil
ability from a powerful supernatural being such as an Armor Class. 16 (half plate)
archdevil, an agent of the Raven Queen, or an ancient hag, Hit Points. 65 (10d8 + 20)
though some develop this ability on their own. Speed. 50 ft.
There are three known varieties of canomorph: the
shadurakul, born of shadow mastiffs; the haraknin, born of
hell hounds, and the yeshbavhan, born of yeth hounds. Other STR DEX CON INT WIS CHA
varieties may exist within the festering pits of the inner 17 (+3) 12 (+1) 14 (+2) 10 (+0) 13 (+1) 10 (+0)
planes, the darkest reaches of the Shadowfell, and Feywild,
but if they do none have yet lived to tell about them. Skills. Perception +5, Stealth +3, Survival +3
Damage Immunities. fire
Haraknin Senses. darkvision 60 ft., passive Perception 15
A haraknin is a hell hound which has been granted the ability Languages. Common, Infernal
to transform into a humanoid shape, along with the Challenge. 3 (700 XP)
intelligence to speak. A hell hound may be gifted the status a
haraknin by its master if it particularly impresses them, Keen Hearing and Smell. The haraknin has advantage
though a haraknin may also be created so that better control on Wisdom (Perception) checks that rely on
hearing or smell.
can be exerted over a pack of hell hounds. In their humanoid
form, a haraknin resembles an orc or half-orc with charcoal Pack Tactics. The haraknin has advantage on an
grey skin, red eyes, and vibrant russet hair. They are violent attack roll against a creature if at least one of the
and ill-tempered, but loyal and obedient to a fault. haraknin's allies is within 5 feet of the creature and
Dangerous Scouts. A haraknin's skills are best utilized as the ally isn't incapacitated.
a scout, since they have incredible mobility in their hound Shapechange. The haraknin can use a bonus action
form and excellent aim with both bow and spear in their to magically polymorph into its hell hound form or
humanoid forms. They are supplied by their masters with back into its humanoid form. It retains its
longbows and arrows that bear an insidious poison that Intelligence, Charisma, hit points, and this feature,
slows its targets, making them easy to catch, and their but otherwise uses the statistics of a hell hound.
weapon skills enable them to knock their opponents from Any equipment it is wearing or carrying is absorbed
their feet. They also make excellent prison wardens and by the new form. It reverts to its hell hound form if
hunters. it dies.
Pack Creatures. A haraknin is most comfortable with
subordinates to lead and a master to follow. A haraknin will Actions
invariably take control of a pack of other haraknin and hell Multiattack. The haraknin makes two attacks with
hounds, possibly supplemented with wolves, worgs, and either its spear or its longbow
death dogs, leading them through aggressive dominance and
ferocious loyalty. The haraknin will lead this pack in service Spear. Melee or Ranged Weapon Attack: +5 to hit,
of whatever master it serves, showing unflinching devotion reach 5 ft. and range 20/60 ft., one creature. Hit:
and unquestioning obedience. As such, haraknin are highly 10 (2d6 + 3) piercing damage, or 12 (2d8 + 3)
piercing damage if used with two hands to make a
prized as servants in the Nine Hells due to their melee attack. If the haraknin uses this weapon to
unwillingness to betray their masters. make a melee attack, it can force the target to make
a DC 13 Strength saving throw. On a failure, the
target is knocked prone
Longbow. Ranged Weapon Attack: +5 to hit, range
150/600 ft., one target. Hit: 6 (1d8 + 2) piercing
damage and the target must succeed on a DC 12
Constitution saving throw or become poisoned for
1 minute. While poisoned in this way, the target's
speed is halved.
Fire Breath (Recharge 5–6). The haraknin exhales fire
in a 15-foot cone. Each creature in that area must
make a DC 12 Dexterity saving throw, taking 21
(6d6) fire damage on a failed save, or half as much
damage on a successful one.

56
Shadurakul
The shadurakul are shadow mastiff alphas which have Shadurakul
impressed beings of shadow such as the Raven Queen or Medium monstrosity, neutral evil
Shar enough for them to grant the hound even greater
intelligence and the ability to take humanoid form. In their Armor Class. 17 (half plate)
humanoid forms, they resemble tall, barrel chested humans Hit Points. 55 (10d8 + 10)
with inky blue-black skin, no hair, and cold white eyes. They Speed. 40 ft.
are contemptuous of the weak and unfaltering in their loyalty
to their assigned master. STR DEX CON INT WIS CHA
Warriors of Shadow. A shadurakul possesses both
physical strength and stealthy cunning in equal measure, and 16 (+3) 14 (+2) 13 (+1) 10 (+0) 12 (+1) 10 (+0)
it uses both of these skills to greatest effect possible in
service of its master. They command their packs with an iron Skills. Perception +3, Stealth +6,
fist, leading them through the shadows in pursuit of quarries Damage Resistances. bludgeoning, piercing, and
or lurking in the darkness of the realms they've been slashing damage from non-magical weapons
assigned guardianship of. while in dim light or darkness
Senses. darkvision 60 ft., passive Perception 13
Languages. Common
Challenge. 5 (1,800 XP)

Ethereal Awareness. The shadurakul can see ethereal


creatures and objects.
Keen Hearing and Smell. The shadurakul has
advantage on Wisdom (Perception) checks that rely
on hearing or smell.
Shadow Blend. While in dim light or darkness, the
shadurakul can use a bonus action to become
invisible, along with anything it is wearing or
carrying. The invisibility lasts until the shadurakul
uses a bonus action to end it or until the shadurakul
attacks, is in bright light, or is incapacitated.
Shapechange. The shadurakul can use a bonus
action to magically polymorph into its shadow
mastiff form or back into its humanoid form. It
retains its Intelligence, Charisma, hit points, and
this feature, but otherwise uses the statistics of a
shadow mastiff. Any equipment it is wearing or
carrying is absorbed by the new form. It reverts to
its shadow mastiff form if it dies.
Sunlight Weakness. While in bright light created by
sunlight, the shadurakul has disadvantage on attack
rolls, ability checks, and saving throws.

Actions
Multiattack. The shadurakul can use its Terrifying
Howl. It then makes two greatsword attacks.
Greatsword. Melee Weapon Attack: +6 to hit, reach
5 ft., one creature. Hit: 13 (3d6 + 3) slashing
damage plus 9 (2d8) necrotic damage.
Terrifying Howl. The shadurakul howls. Any beast or
humanoid within 300 feet of the mastiff and able
to hear its howl must succeed on a DC 11 Wisdom
saving throw or be frightened for 1 minute. A
frightened target can repeat the saving throw at the
end of each of its turns, ending the effect on itself
on a success. If a target's saving throw is successful
or the effect ends for it, the target is immune to
any shadurakul's Terrifying Howl for the next 24
hours.

57
Yeshbavhan Eager Servant. A yeshbavhan eagerly serves its master,
joyfully hunting down prey and brutalizing them. They love to
A yeshbavhan is a yeth hound granted the ability to take watch their prey flee in terror and cannot resist pursuing a
humanoid form by a powerful fey lord or ancient hag. Even creature that runs from them. A yeshbavhan leads its pack on
more savage than a typical yeth hound, the greated glorious midnight hunts, felling great beasts and men alike,
intelligence that the yeshbavhan has been granted has only howling their terrible joy to the moon.
served to make it more sadistic and wild. These ferocious
beasts appear as frighteningly tall dwarves with night black
skin, unkempt beards, and glowing red eyes, and they wield
massive greataxes which they swing with frothing, furious
glee.

Yeshbavhan Sunlight Banishment. If the yeshbavhan starts its turn in


sunlight, it is transported to the Ethereal Plane. While
Medium fey, neutral evil
sunlight shines on the spot from which it vanished, the
Armor Class. 16 (natural armor) hound must remain in the Deep Ethereal. After sunset,
Hit Points. 93 (11d10 + 33) it returns to the Border Ethereal at the same spot,
Speed. 40 ft., fly 40 ft (hover) whereupon it typically sets out to find its pack or its
master. The hound is visible on the Material Plane
while it is in the Border Ethereal, and vice versa, but it
STR DEX CON INT WIS CHA can't affect or be affected by anything on the other
plane. Once it is adjacent to its master or a pack mate
18 (+4) 17 (+3) 16 (+3 10 (+0) 12 (+1) 11 (+0) that is on the Material Plane, a yeshbavhan in the
Border Ethereal can return to the Material Plane as an
Damage Resistances. bludgeoning, piercing, and action.
slashing damage from non-magical weapons that
aren't silvered Telepathic Bond. While the yeshbavhan is on the same
Condition Immunities. charmed, exhaustion, frightened plane of existence as its master, it can magically
Senses. darkvision 60 ft., passive Perception convey what it senses to its master, and the two can
Languages. Common, Elvish, and Sylvan communicate telepathically with each other
Challenge. 7 (2,900 XP)
Actions
Keen Hearing and Smell. The yeshbavhan has advantage Multiattack. The yeshbavhan can use its Baleful Baying.
on Wisdom (Perception) checks that rely on hearing or It then makes two greataxe attacks
smell..
Greataxe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Reckless. At the start of its turn, the yeshbavhan can one creature. Hit: 11 (2d6 + 4) 11 slashing damage,
gain advantage on all melee weapon attack rolls during plus 14 (4d6) psychic damage if the target is
that turn, but attack rolls against it have advantage until frightened.
the start of its next turn Baleful Baying. The yeshbavhan bays magically. Every
Shapechange. The yeshbavhan can use a bonus action enemy within 300 feet of the hound that can hear it
to magically polymorph into its yeth hound form or must succeed on a DC 13 Wisdom saving throw or be
back into its humanoid form. It retains its Intelligence, frightened until the end of the hound's next turn or
Charisma, hit points, and this feature, but otherwise until the hound is incapacitated. A frightened target
uses the statistics of a yeth hound. Any equipment it is that starts its turn within 30 feet of the hound must
wearing or carrying is absorbed by the new form. It use all its movement on that turn to get as far from the
reverts to its yeth hound form if it dies. hound as possible, must finish the move before taking
an action, and must take the most direct route, even if
hazards lie that way. A target that successfully saves is
immune to the baying of all yeshbavhans and yeth
hounds for the next 24 hours.

58
The Fall of Man. A catoblepas harbinger is an implacable
Catobleopas Harbinger force. Long before it arrives, it is presaged by the unearthly
The catoblepas are creatures of death, destruction, and ruin. stench it emits, which is foul enough to wilt flowers as it
The catoblepas harbinger is one that has grown huge and fat passes. Its gaze strikes down any creature it sees. Its voice is
from the ruin of mortals. These massive, stinking beasts the voice of despair, sapping the will of mortals with its
spend most of their time buried in the fetid mud of the dolorous humming and casting them to the ground with its
swamps that they favor, hibernating until roused from their unearthly groans. Its tail turns houses into rubble and its feet
sleep by an unknown summon. Once awake, a catoblepas crushes beasts and men alike. When a catoblepas harbinger
harbinger pulls itself free from the mud and begins a long, walks, a kingdom falls.
plodding journey to its destination.

Catobleopas Harbinger Stench. Any creature other than a catoblepas that starts
its turn within 10 feet of the catoblepas must succeed
Huge monstrosity, unaligned
on a DC 18 Constitution saving throw or take 20 (8d4)
Armor Class. 16 (natural armor) poison damage and be poisoned until the start of the
Hit Points. 150 (12d12 + 72) creature's next turn. On a successful saving throw, the
Speed. 30 ft. creature only takes half the damage and is not
poisoned. While poisoned in this way, the creature has
disadvantage on death saving throws.
STR DEX CON INT WIS CHA
23 (+6) 9 (-1) 22 (+6) 3 (-4) 16 (+3) 13 (+1)
Actions
Multiattack. If the catoblepas's death ray is available, it
Saving Throws: Str +10, Con +10 makes one attack with its death ray and one with its
Skills. Perception +7 tail. It can't make both attacks against the same target.
Damage Resistances. bludgeoning, piercing, and Tail. Melee Weapon Attack: +10 to hit, reach 5 ft., one
slashing damage from non-magical weapons that creature. Hit: 30 (7d6 + 6) bludgeoning damage, and
aren't silvered the target must succeed on a DC 18 Constitution
Damage Immunities. necrotic, poison saving throw or be stunned until the start of the
Condition Immunities. poisoned catoblepas's next turn.
Senses. darkvision 60 ft., passive Perception 17
Languages. -- Stomp. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Challenge. 12 (8,400 XP) one prone creature. Hit: 22 (3d10 + 6) bludgeoning
damage. If the catoblepas scores a critical hit against a
Keen Smell. The catoblepas has advantage on Wisdom prone target, it rolls the damage dice three times,
(Perception) checks that rely on smell. instead of twice.
Death Ray (Recharge 5–6). The catoblepas targets a
Inevitable Call. As a bonus action, the catoblepas begins creature that it can see within 30 feet of it. The target
humming a deep, sonorous sound. Any humanoid or must make a DC 18 Constitution saving throw, taking
giant that begins its turn within 120 feet of the 36 (8d8) necrotic damage on a failed save, or half as
catoblepas must succeed on a DC 13 Wisdom saving much damage on a successful one. If the saving throw
throw or be charmed until the humming ends. The fails by 5 or more, the target instead takes 64 necrotic
catoblepas must take a bonus action on its subsequent damage. The target dies if reduced to 0 hit points by
turns to continue humming. It can stop humming at this ray.
any time. The humming ends if the catoblepas is
incapacitated. Legendary Actions
While charmed by the catoblepas, a target is The catoblepas can take 2 legendary actions, choosing
incapacitated. If the charmed target is more than 5 ft. from the options below. Only one legendary action
away from the catoblepas, the target must move on its option can be used at a time and only at the end of
turn toward the catoblepas by the most direct route. It another creature's turn. The catoblepas regains spent
doesn't avoid opportunity attacks, but before moving legendary actions at the start of its turn.
into damaging terrain, such as lava or a pit, and
whenever it takes damage from a source other than the Trample. The catoblepas makes one stomp attack.
catoblepas, a target can repeat the saving throw. A
Groan (1/Round). The catoblepas creates a deep,
creature can also repeat the saving throw at the end of
rumbling groan. All creatures that aren't catoblepas
each of its turns. If a creature's saving throw is
within 5 feet of it must succeed on a DC 18 Charisma
successful, the effect ends on it.
saving throw or fall prone. Creatures currently charmed
A target that successfully saves is immune to this by the catoblepas automatically fail this save and
catoblepas's humming for the next 24 hours. cannot attempt to stand until they are no longer
Siege Monster. The catoblepas deals double damage to charmed.
objects and structures.

59
Dark Naga
The naga race once served powerful arcane masters. When Dark Naga
those masters were lost to the ravages of time, the naga were Large monstrosity, lawful evil
left adrift without guidance. Though many embraced their Armor Class. 17 (natural armor)
new freedom, some yearned for the structure and guidance Hit Points. 119 (14d10 + 42)
that they had once enjoyed in their servitude and sought out Speed. 40 ft.
new masters. These naga found beings of shadow and magic
such as the Queen of Air and Darkness, Graz'zt, Acererak,
the Raven Queen, and Malagard to whom they pledged their STR DEX CON INT WIS CHA
loyalty. 18 (+4) 17 (+3) 16 (+3) 16 (+3) 15 (+2) 18 (+4)
Transformed Might. When a naga devotes itself to a new
master, they are transformed in flesh and soul. Though they Saving Throws: Str +8, Dex +7, Wis +6, Cha +8
retain their immortal spirit, their bodies are irrecovably Skills: Deception +8, Persuasion + 8
tranformed, robbing their fangs of venom but gifting them a Damage Immunities. acid, poison
stinger dripping with acid. Their former spellcasting is lost Condition Immunities. charmed, poisoned
and replaced by power implanted in them by their new Senses. darkvision 60 ft., passive Perception
patrons, whom they must henceforth serve with the same Languages. Common and the language of its patron
loyalty that they once served their original masters. These (usually Abyssal, Infernal, or Sylvan)
new dark naga act as powerful spellcasters and cunning Challenge. 9 (5,000 XP)
generals for their patrons, enacting their will in the world.
Seekers of Power and Lore. Like other naga, dark naga Rejuvenation. If it dies, the naga returns to life in
have an insatiable craving for arcane lore. Whenever they 1d6 days and regains all its hit points. Only a wish
find a magical item or a promising piece of magical spell or the will of its fey patron can prevent this
knowledge, they swallow the item, storing it in a special bag- trait from functioning.
like internal organ to be regurgitated later for better Spellcasting. The naga is a 10th-level spellcaster. Its
examination. This organ has rubbery protective walls to spellcasting ability is Charisma (spell save DC , + to
protect the naga from sharp points, and the walls also have hit with spell attacks), and it needs only verbal
the unusual property of shielding the contents of the stomach components to cast its spells. It regains its
from any sort of magical detection. expended spell slots when it finishes a short or
long rest. The naga has the following warlock spells
prepared:
Variant: Spit Poison
cantrips: eldritch blast (1d10 + 4 per blast), mage
Dark naga cannot possess no natural venom.
hand, poison spray, prestidigitation
However, they can swallow a contact or injury
poison and regurgitate it at a creature in a manner 1st-5th level (2 5th level slots): blight, charm
similar to a guardian naga. For more on poisons, person, dimension door, hold monster, invisibility,
see Dungeon Master's Guide pg 257-259. Such a fear, hellish rebuke, hex, shatter, vampiric touch
dark naga has the additonal following action:
At will: detect magic, levitate (self only)
Spit Poison (Recharges after swallowing one dose of 1/day each: bestow curse (5th level)
poison). Ranged Weapon Attack: +7 to hit, range
10/25 ft., one creature. Hit: The target is exposed Storage Sac. As an action, the naga can swallow an
to a single dose of poison, the type of which is object with dimensions that do not exceed 2 feet
determined by whatever dose of poison the naga in any direction. This object is then stored in the
had last swallowed naga's storage sac and can be regurgitated as a
bonus action. While within the storage sac, the
object cannot be magically detected

Actions
Multiattack. The naga makes two attacks: one with
its bite and one with its tail sting. It can cast a spell
in place of making a bite attack.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 7 (1d6 + 4) piercing damage
Tail Sting. Melee Weapon Attack: +8 to hit, reach 5
ft., one creature. Hit: 6 (1d4 + 4) piercing damage
plus 31 (7d8) acid damage.

60
Dreamweaver Dreamweaver
Dreamweavers are a species of spider native to the realm of Tiny fey, unaligned
dreams, where they weave vast dreamscapes with their webs.
However, by means unknown, a few were brought into the Armor Class. 12
Feywild, where they found an ecological niche. Now they Hit Points. 12 (8d4 - 8)
weave illusions in the deep forests, feeding on drifting Speed. 20 ft., climb 20 ft.
fancies. Their coloration can vary anywhere from the pale
blue of an early morning sky to the black of the darkest night.
Dream Eaters. Dreamweavers feed on the stray thoughts STR DEX CON INT WIS CHA
and fantasies of sentient beings, catching them in their webs 2 (-4) 14 (+2) 8 (-1) 1 (-5) 10 (+0) 2 (-4)
and wrapping them up in silk. Within the dream worlds of the
Feywild, food is plentiful, but in the Material Plane these Skills. Stealth +4
creatures find that food is much harder to come by. Some Senses. darkvision 30 ft. passive Perception
dreamweavers simply build their webs in the rooms of Languages. --
humanoids, but others will band together into colonies and Challenge. 1 (200 XP)
construct large illusions to lure in prey, which they then put
into a deep sleep with their venom, feeding on their dreams Spider Climb. The dreamweaver can climb difficult
until the creature starves to death. surfaces, including upside down on ceilings,
Dreamcatchers. These spiders can be trained to catch without needing to make an ability check
certain types of dreams, and as such some shamans have
learned how to train them to capture nightmares to provide Web of Dreams. By spending one hour of
relief to patients ailing from them. However, these same continuous work, the dreamweaver can construct a
captured dreams can also be used for sinister purposes, web that is no larger than 5 feet by 5 feet. The web
is slightly incorporeal, allowing creatures and
making them attractive pets for evil creatures like hags. objects to pass through it without inhibition, and
lasts for 1d4 days. While within 5 feet of the web, a
creature had advantage on saving throws against
illusion and enchantment spells.
As part of weaving the web, the dreamweaver can
replicate the image version of the minor illusion
spell. This illusion lasts as long as the web persists.
The dreamweaver can only have one web made at a
time.
Web Sense. While in contact with a web, the
dreamweaver knows the exact location of any other
creature in contact with the same web.
Web Walker. The dreamweaver ignores movement
restrictions caused by webbing

Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 1 piercing damage and the target
must succeed on a DC 12 Constitution saving
throw or be poisoned for 1 hour. While poisoned in
this way, the target is unconscious. The target
wakes up if it takes damage.

61
Evil Trees
Swarm of Dreamweavers An evil tree is imbued with darkness and hatred. Some are
Medium swarm of tiny fey, unaligned born from great tragedies, some are born from arcane
meddling, some are born from magical coincidence, and
Armor Class. 12 (natural armor) some are just born evil. Regardless of their origins, evil trees
Hit Points. 49 (11d8) are dangerous and cruel.
Speed. 20 ft., climb 20 ft.

STR DEX CON INT WIS CHA


Tree Dimensions
Combat with some evil trees is resolved somewhat
3 (-4) 13 (+1) 10 (+0) 1 (-5) 7 (-2) 1 (-5) differently from combat with another creature. The
tree has three effective components: its trunk, its
Damage Resistances. bludgeoning, piercing, and canopy, and its roots. A tree's trunk has both a
slashing damage diameter and a height. The canopy extends out in a
Condition Immunities. charmed, frightened, radius from the top of the tree's trunk. The roots
grappled, paralyzed, petrified, prone, restrained, extend out in a radius from the bottom of the
stunned tree's trunk. All of the tree's components have the
Senses. blindsight 10 ft., passive Perception 8 same AC and damage resistances and immunities,
Languages. -- unless otherwise noted, but only damage done to
Challenge. 2 (450 XP) the trunk counts as damage done to the creature
itself.
Spider Climb. The swarm can climb difficult
surfaces, including upside down on ceilings,
without needing to make an ability check
Swarm. The swarm can occupy another creature's
space and vice versa, and the swarm can move
through any opening large enough for a Tiny insect.
The swarm can't regain hit points or gain temporary
hit points.
Web of Dreams. By spending one hour of
continuous work, the swarm can construct a series
of webs that occupy a 30-foot cube. The webs are
slightly incorporeal, allowing creatures and objects
to pass through it without inhibition, and lasts for 1
week.
Any creature within the webs is immune to the
dream spell and cannot be targetted by any
divination magic or perceived through scrying.
As part of weaving the web, the dreamweaver can
replicate the image version of the minor illusion
spell. This illusion lasts as long as the webs persists.
The swarm can only create one group of webs at a
time.
Web Sense. While in contact with a web, the swarm
knows the exact location of any other creature in
contact with the same web.
Web Walker. The swarm ignores movement
restrictions caused by webbing

Actions
Bites. Melee Weapon Attack: +3 to hit, reach 0 ft.,
one target in the swarm's space. Hit: 10 (4d4)
piercing damage, or 5 (2d4) piercing damage if the
swarm has half of its hit points or fewer.
Additionally, the target must succeed on a DC 14
Constitution saving throw or be poisoned for 1
hour. While poisoned in this way, the target is
unconscious. The target wakes up if it takes
damage.

62
Black Willow
It is said that the first black willow was born from a seed that Black Willow
was watered by the bitter tears of the Queen of Air and Huge plant, neutral evil
Darkness after she lost her physical form. Now they
proliferate through the Feywild and places touched by it, Armor Class. 16 (natural armor)
growing from ground watered with tears of terrible sorrow Hit Points. 138 (12d12 + 60)
and despair. These trees look like a typical weeping willow, Speed. 10 ft.
except that their trunks are a deep black and tears gather on
their leaves like dew. STR DEX CON INT WIS CHA
Feeders of Sorrow. Black willows possess psionic powers
shaped by the sorrow that birthed them, and they gain much 22 (+6) 1 (-5) 21 (+5) 13 (+1) 16 (+3) 13 (+1)
of their sustenance from the despair they cause. The tears
that gather on their leaves attract a wide variety of animals, Damage Resistances. fire; bludgeoning, piercing
which they entrap with their powers of drowsiness then Damage Immunities. lightning
slowly feed on their despair for days as the creatures Condition Immunities. blinded
languish. Once the creatures perish, they bury them among Senses. tremorsense 120 ft. from the edge of its
roots, blindsight 60 ft. passive Perception
their roots to fertilize their soil. Languages. telepathy 120 ft.
Hunger for Sorrow. A black willow gains the most Challenge. 8 (3,900 XP)
sustenance from the sorrow of humanoids, and they take
pains to position themselves near humanoid settlements in False Appearance. While the black willow remains
the hopes of finding new victims. They move in the dead of motionless, it is indistinguishable from a normal
night so as not to attract undue attention, and they prefer to willow tree.
position themselves in secluded areas to prevent
interference. The wood of these trees is always saturated Limited Mobility. When the tree wishes to move, it
with tears, and as such they are more resistant to flames than must first wrench its roots from the ground and
other trees, but they are still vulnerable to axes. hoist itself up as an action. While it is mobile, the
Cruel Trees. Though they lack eyes, a black willow can area of the tree's roots is difficult terrain. If the tree
detect any movement near it by means of vibrations in the wishes to plant itself again, it must use an action to
ground. What's more, their psionic powers enable them to do so.
detect any creatures near them and communicate with them, Tree Dimensions. The tree's trunk has a diameter of
poisoning their minds with sorrow. 10 feet and a height of 20 feet. The canopy
extends 15 feet from the trunk, and the roots
extend 15 feet from the trunk.
Bleeding Willow
A bleeding willow is a variant of the black willow Actions
that grows from ground watered by blood spilled Multiattack. The tree makes four attacks with its
from great suffering. The bleeding willow appears vine whip.
much the same as a black willow, except that its
leaves produce blood instead of tears. These trees Vine Whip. Melee Weapon Attack: +9 to hit, reach
gain sustenance from suffering, and when an act of 10 ft. from its canopy, one creature. Hit: 8 (1d4 +
violence is committed under its branches it can 6) slashing damage.
unleash all of the suffering and evil that it has Drowsiness. Every humanoid and beast within 60
witnessed as a devastating mental attack. feet of the tree's trunk must succeed on a DC 14
A bleeding willow has the following reaction Wisdom saving throw or become overcome with
instead of the Drowsiness action: drowsiness, having disadvantage on all attack rolls
Blast of Suffering (1/Day). When an act of and skill checks. It must repeat the saving throw at
violence is committed under the tree's canopy, the the end of each of its turns. After three successful
tree automatically emits a psionic burst that effects saves, the effect ends. After three failed saves, the
every creature that is not a construct or plant creature becomes incapacitated and is incapable of
within 30 feet of the tree's trunk. All affected moving from beneath the willow's branches for 1
creatures must succeed on a DC 14 Wisdom hour. If a creature has one or more levels of
saving throw or be overcome with blind rage and exhaustion, they automatically fail on these saving
be incapable of moving from beneath the tree's throws. This effect ends if the creature takes any
canopy for 1 minute. While enraged, a creature damage. If this effect ends for a creature, it is
cannot cast spells or perform complicated tasks immune to the tree's Drowsiness action for 24
and must use its action and movement to attempt hours.
to make as many melee attacks as it can against the
nearest creature that it can see that is not the
bleeding willow. A creature can repeat the saving
throw whenever it takes damage, ending the effect
on a success.

63
Dark Cypress
Dark cypress superficially resemble treants, but anyone who Dark Cypress
sees a dark tree can almost feel the palpable hatred and evil Huge plant, neutral evil
emanating from it. Created from corrupted cypress trees,
dark cypress are hateful monsters that love to create pain Armor Class. 16 (natural armor)
and suffering. They possess wet, slimy bark which protects Hit Points. 138 (12d12 + 60)
them from fire, but their wood is very sensitive to cold, Speed. 30 ft.
leading them to favor climates with mild winters.
Unnatural Origins. Dark cypress were first created by STR DEX CON INT WIS CHA
dark magical experimentation from before the Spellplague. A
wizard wished for evil servants with the strength of treants. 23 (+6) 8 (-1) 21 (+5) 12 (+1) 16 (+3) 12 (+1)
Through dark necromantic experimentation, he succeeded.
However, it was only a matter of time before these foul Damage Resistances. fire; bludgeoning and piercing
creatures turned on their master. Now they proliferate damage
through dark forests, spreading sorrow wherever they go. Damage Vulnerabilities cold
As beings created by arcane magic, dark cypress have little Senses. passive Perception 13
to no connection to nature, and they care nothing for the Languages. Common
natural world. Animals instinctively recognize the Challenge. 8 (3,900 XP)
blasphemous presence of a dark tree and refuse to associate
with it, but fiends, undead, and hags find a kindred spirit in Confusion. As a bonus action, the tree targets one
these monsters. creature that it can see within 50 feet of it. The
target must succeed on a DC 16 Wisdom saving
Cruel to a Fault. A dark cypress enjoys nothing more than throw or be affected as if by the confusion spell for
causing suffering. They disguise themselves as mundane 1 minute.
trees, then wait for a victim to happen upon them, at which
point they snatch them up and torture them in whatever way False Appearance. While the tree remains
they can. They particularly love to cripple victims and watch motionless, it is indistinguishable from a normal
them slowly die, but they are always open to new forms of cypress tree.
sadism. Unlike other evil trees, dark cypress gain no
sustenance from the creatures they slay or the suffering they Actions
cause. They kill and torture solely for the pleasure of it. Multiattack. The tree makes two claw attacks. If it
Spreaders of Tragedy. Dark cypress possess a ends its turn grappling a creature, it can also make a
supernatural instinct for how to cause the most tragedy with bite attack against the grappled target.
their actions. A dark cypress innately understands exactly
who among a group will mourn the death of their Claws. Melee Weapon Attack: +9 to hit, reach 10 ft.,
companions the most bitterly and will spare them. They also one creature. Hit: 16 (3d6 + 6) slashing damage. If
the tree successfully hits a creature with two claw
have a supernatural knack for rooting themselves in exactly attacks in the same turn, the target is grappled
the right spot for an unsuspecting child or messenger (escape DC 17).
carrying an important letter to wander across. As a result,
hags have a particular affinity for these corrupted trees, Bite. Melee Weapon Attack: +9 to hit, reach 5 ft.,
especially green hags, night hags, powler hags, and any other one creature. Hit: 19 (3d8 + 6) piercing damage.
hags that have a fondness for tragedy.
Night Twist Hungering Trees. Night twists possess a hunger for the
bodies and souls of mortals, and they periodically transport
The night twist is an evil tree native to the Gray Wastes of themselves into the forests of the world in an effort to entrap
Hades. Born from the soul of a suicide victim, it carries that the minds of their victims with their sonorous songs of
despair deep within its wood and yearns to lead others to despair. They remain for long enough to ensure the deaths of
their death as well. It sings out its sorrow at dusk, calling to every innocent soul they can entrap before returning to
the souls of all that can hear it, pulling their hearts toward Hades to slowly consume their rotting corpses and weeping
the empty void within it. ghosts. Even if the night twist is slain, all the creatures that
Deception and Sorrow. At first glance, a night twist slew it are slowly overtaken by despair until they succumb,
appears to be nothing more than a dead tree. However, their corpses birthing more night twists.
creatures approaching it can feel the malice and despair Hag Favored. Due to its ability to travel between the
saturating the very air. Instead of sap, its wood is filled with planes, the night twist is coveted by hags as an invaluable ally.
blood, and any attempt to attack it will cause it to lash out A hag that encounters a night twist will endeavor to make
with its frightful illusions and gusts of wind. herself an ally to the tree. Many people surmise that night
twists were created by night hags, but others believe that it
was a night twist that first lead the original hags into Hades
to become night hags.

64
130

Night Twist Death Curse. If the night twist is killed, all humanoids
that dealt damage to it within the last 24 hours must
Gargantuan plant, neutral evil
succeed on a DC 17 Wisdom saving throw or become
Armor Class. 16 (natural armor) cursed by the night twist. While cursed, the creature is
Hit Points. 237 (19d12 + 114) plagued by nightmares of self harm and despair. If the
Speed. 0 ft. creature dies as a result of self harm while cursed in
this way, a new night twist grows from its corpse. A
dispel evil and good or remove curse spell removes
STR DEX CON INT WIS CHA this curse.
22 (+6) 6 (-2) 23 (+6) 12 (+1) 15 (+2) 20 (+5) False Appearance. While the tree remains motionless, it
is indistinguishable from a dead tree.
Saving Throws: Con + 10 Innate Spellcasting. The tree's innate spellcasting ability
Damage Resistances. necrotic; bludgeoning, piercing, is Charisma (spell save DC 17, +9 to hit with spell
and slashing damage from non-magical weapons attacks). It can innately cast the following spells,
Damage Vulnerabilities fire requiring no material components:
Damage Immunities. poison
3/day each: darkness, entangle, gust of wind
Condition Immunities. blinded, deafened, exhaustion,
frightened, grappled, poisoned, prone, restrained, 1/day each: dream
unconscious
Magic Resistance. The tree has advantage on saving
Senses. tremorsense 120 ft. from the edge of its roots,
throws against spells and other magical effects.
blindsight 60 ft. passive Perception
Languages. telepathy 120 ft. Magic Weapons. The tree's weapon attacks are magical.
Challenge. 11 (7,200 XP) Tree Dimensions. The tree's trunk has a diameter of 10
feet and a height of 20 feet. The canopy extends 15
Despair Song. At sundown, the tree begins singing a feet from the trunk, and the roots extend 20 feet from
magical melody, which it continues singing until the trunk.
midnight. Every humanoid within 5 miles of the tree
that can hear the song that is not in sunlight must Plane Step (1/Day). By spending one minute
succeed on a DC 17 Wisdom saving throw or be concentrating, the tree can cast plane shift, affecting
affected in one of two ways depending on whether the itself and any structures and creatures in its branches
creature is awake or asleep when it hears the song. The or on its roots that it wishes. This casting of plane shift
tree must maintain concentration on the song as if can only transfer the tree either from its current plane
with a spell to continue singing. It can stop singing at to Hades or from Hades to a forest in the Prime
any time. The song ends if the tree is incapacitated. Material Plane, the Feywild, or the Shadowfell. It cannot
plane shift if it is currently day time in its current or
If the target is asleep when it fails the saving throw or destination plane.
falls asleep before being exposed to sunlight, its
dreams are filled with sorrow and the creature gains no Actions
benefit from the rest it is taking. Multiattack. The tree uses visions of misery three times.
If the creature is awake when it fails the saving throw, it It can replace one of its visions of misery attacks by
becomes charmed by the night twist. While charmed in casting darkness, entangle, or gust of wind.
this way a target is overcome with despair, imposing
disadvantage on all attack rolls, skill checks, and saving Visions of Misery. One creature beneath the tree's
throws. If the charmed target fails its saving throw by canopy must make a DC 17 Wisdom saving throw,
more than 5 and is not under the tree's canopy, the taking 22 (4d10) psychic damage on a failure, or half
target must move on its turn toward the tree by the as much on a success. Additionally, on a failure, the
most direct route. It doesn't avoid opportunity attacks, target becomes frightened of another character under
but before moving into damaging terrain, such as lava the tree's canopy for 1 minute. While frightened in this
or a pit, and whenever it takes damage from a source way, the creature cannot voluntarily move out from
other than the tree, a target can repeat the saving under the tree's canopy. A creature can repeat the
throw. A creature can also repeat the saving throw if saving throw at the end of each of its turns, ending the
another creature uses an action to attempt to shake effect on a success. If a creature's saving throw is
them from the despair. If a creature's saving throw is successful or the effect ends for it, the creature is
successful, the effect ends on it. A target that immune to becoming frightened by the tree's Visions
successfully saves is immune to this tree's Despair of Misery for the next 24 hours.
Song for the next 24 hours.

65
Umbral Banyan
Umbral banyans are descended from platlife native to the Umbral Banyan
Shadowfell, adapted to the Material Plane to make use of its Huge plant, neutral evil
abundant resources. These trees are the dark kings at the
hearts of dangerous forests, and an umbral banyan's Armor Class. 16 (natural armor)
presence will always lead the woods to be haunted by Hit Points. 150 (12d12 + 72)
phantoms. Speed. 0 ft.
Drinking the Dark. They have a unique form of
photosynthesis that is still not fully understood. Rather than STR DEX CON INT WIS CHA
absorbing sunlight, they gain sustenance from casting
shadows. The stronger the light that an umbral banyan 23 (+6) 1 (-5) 22 (+6) 12 (+1) 15 (+2) 16 (+3)
obscures, the more sustenance the umbral banyan gains. As
such, an umbral banyan cannot flourish on the Shadowfell, as Saving Throws: Wis +6
there is no light to cast a shadow with. Skills. Perception +6
Shadow Trees. Umbral banyans happily slay humanoids, Damage Resistances. bludgeoning and piercing
draining the strength from their bodies and strangling them damage
to death with their aerial roots. Their corpses are then left to Damage Vulnerabilities fire
dangle in the air as grim trophies, while their shadows rise Damage Immunities. cold, necrotic
Condition Immunities. blinded, deafened,
up to serve the tree. exhaustion, grappled, petrified, prone, restrained,
An umbral banyan possesses an innate connection to the unconscious
Shadowfell, and as it matures its roots form shadow Senses. darkvision 120 ft. tremorsense 120 ft. from
crossings, which allow the essence of the Shadowfell to leak the edge of its roots, passive Perception 16
out, poisoning the natural world with despair. These trees Languages. Sylvan but rarely speaks
have been known to enwrap other trees and strangle them, Challenge. 10 (5,900 XP)
leaving the trees as hollow columns. These columns act as
especially large shadow crossings, and have even been False Appearance. While the umbral banyan remains
known to disgorge nightwalkers on rare occasions. motionless, it is indistinguishable from a normal
Hagfriends. Hags love to create their lairs within the banyan tree.
canopy of an umbral banyan due to the easy access the tree
provides to the Shadowfell in conjuction with the added Tree Dimensions. The tree's trunk has a diameter of
defense that it provides. Such a hag forms a mutually 25 feet and a height of 20 feet. The canopy
beneficial partnership with the banyan, protecting it from any extends 30 feet from the trunk, and the roots
extend 50 feet from the trunk.
threats that it cannot handle itself. It is believed that an
umbral banyan can be created if a mundane banyan tree is Actions
used as a hanging tree for many years, and many hags find
that possibility extremely enticing. Multiattack. The tree makes four tendril attacks, one
Forest Kings. The roots and branches can extend for of which can be replaced by the Yank Upward
miles, manifesting as lesser umbral banyans all connected action.
together into a single huge organism. Each of these banyans Tendril. Melee Weapon Attack: + to hit, reach 10 ft.,
acts as an individual but is telepathically connected to every one creature under the tree's canopy. Hit: 9 (2d6 +
other banyan through roots and branches 6) necrotic damage, and the target’s Strength score
is reduced by 1d4. The target dies if this reduces its
Regional Effects Strength to 0. Otherwise, the reduction lasts until
The forest containing an ancient, well established umbral the target finishes a short or long rest.
banyan is tainted by the influence of the Shadowfell itself, If a non-evil humanoid dies from this attack, a new
creating one or more of the following effects. shadow rises from the corpse 1d4 hours later..
The radius of light produced by non-magical sources is Yank Upward. The tree makes one tendril attack
halved while within the forest. against a creature underneath its canopy. On a
Creatures native to the Shadowfell such as meazels, successful hit, the target is grappled (escape DC
skulks, sorrowsworn, and shadar kai are found in the 18) and pulled 20 feet directly upward into the
forest and are considered native so long as they remain in tree's canopy. While being grappled in this way, the
the forest. creature cannot breathe and is automatically
Undead creatures such as shadows, specters, and wraiths subjected a tendril attack at the beginning of each
of the tree's turns.
are found in great profusion wandering the forest.
For every week a creature spends in the forest, it must
make a saving throw against Shadowfell Despair
(Dungeon Master's Guide p 52)
When the umbral banyan dies, these effects fade after 2d4
years as the Shadowfell's influence slowly trickles away.

66
Hagspawn
Hagspawn are the male offspring of hags, or their Hagspawn
descendents. A hag gives birth to a hagspawn when she Medium humanoid (hagspawn), any chaotic
alignment
consumes a male infant instead of a female infant. Unlike
their sisters, though, a hagspawn does not transform into a Armor Class. 13 (hide armor)
hag at puberty. Rather, they become an ugly, hulking Hit Points. 13 (2d8 + 4)
humanoid. These hagspawn possess none of the magical Speed. 30 ft.
abilities of their sisters, but are strong and stubborn, making
them useful for little more than thugs and brutes. Hags
usually don't bother going through the trouble of birthing a STR DEX CON INT WIS CHA
male offspring unless they have a need for a loyal minion. 15 (+2) 10 (+0) 14 (+2) 11 (+0) 10 (+0) 11 (+0)
Hag Ancestry. Their skin hints at their hag ancestry. The
spawn of a annis hag may have bluish skin, sickly green for Skills. Stealth +2
green hags, whitish-grey for bheur, a nauseous blue-green tint Senses. darkvision 60 ft. passive Perception 10
for sea hags, a bruise-like purple for night hags, and so on. Languages. Common, Giant
However, those colors get muddled and blended as they Challenge. 1/2 (100 XP)
reproduce with other humanoids.
Hag Ancestry. The hagspawn has advantage on
Hagspawn Characters saving throws to resist spells and effects that target
Your hagspawn character has certain traits deriving from humanoids, like charm person, a harpy's Luring
your hag ancestry. Song, or a ghost's Possession.
Ability Score Increase. Your Strength and Constitution
scores both increase by 1. Ugly. The hagspawn has advantage on Charisma
Age. Hagspawn reach physical maturity at about the same (Intimidation) checks and disadvantage of Charisma
age as humans, but they tend to live longer, sometimes up to (Persuasion) checks against humanoids that can
see you..
200 years.
Alignment. Hagspawn inherit a tendency towards chaos Actions
from their hag mothers, and usually tend towards evil or
neutrality, particularly if raised by their hag mothers. Club. Melee Weapon Attack: +4 to hit, reach 5 ft.,
Languages. You can speak Common as well as one of the one creature. Hit: 5 (1d6 + 2) bludgeoning damage.
following languages learned from your hag mother: Abyssal,
Draconic, Giant, Infernal, Primordial, or Sylvan.
Size. Hagspawn are taller than the average human and
range from 6 feet to close to 7 feet tall.
Speed. Your base walking speed is 30 feet.
Darkvision. You can see in dim light within 60 feet of you
as if it were bright light, and in darkness as if it were dim Variant Hagspawn: Non-Ugly
light. You can't discern color in darkness, only shades of grey. Occasionally, a hagspawn may be born that is
Hag Ancestry. Your hag blood grants you advantage on strikingly attractive rather than grotesquely ugly.
saving throws to resist spells and effects that target The most well-known of these is Gannayev-of-
humanoids, like charm person, a harpy's Luring Song, or a Dreams, a son of a night hag from Rashemen.
ghost's Possession. Additionally, you are considered a hag for Hagspawn of this variant do not possess the
the purpose of items, potions, traps, and other magical effects Ugly feature. Instead, it has proficiency with the
Persuasion skill.
created by hags.
Stealthy. Despite your large build, you are surprisingly
stealthy. You are proficient in the Stealth skill.
Ugly. Your natural ugliness makes people inclined to fear
you. You have advantage on Charisma (Intimidation) checks
and disadvantage of Charisma (Persuasion) checks against
humanoids that can see you.

67
Hagspawn Brute
These are the offspring of hags trained as muscle. They lead Hagspawn Mage
the weaker minions of their mother against her enemies. Medium humanoid (hagspawn), any chaotic
alignment
Hagspawn Mage
Armor Class. 13 (hide armor)
As descendents of hags, hagspawn have an innate aptitude Hit Points. 78 (12d8 + 24)
towards magic, and it is not uncommon for them to tap into Speed. 30 ft.
the well of arcane power in their blood. Sometimes their hag
mothers may teach them how to harness this power, but
more often than not the hagspawn must develop this power STR DEX CON INT WIS CHA
on their own, as if their mother wanted a magically inclined 14 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0) 16 (+3)
daughter they would have given birth to a hag.
Skills. Arcana +3, Stealth +2
Senses. darkvision 60 ft. passive Perception 10
Hagspawn Brute Languages. Common, Giant
Challenge. 4 (1,100 XP)
Medium humanoid (hagspawn), any chaotic
alignment
Hag Ancestry. The hagspawn has advantage on
Armor Class. 14 (hide armor) saving throws to resist spells and effects that target
Hit Points. 120 (16d8 + 48) humanoids, like charm person, a harpy's Luring
Speed. 30 ft. Song, or a ghost's Possession.
Spellcasting. The hagspawn is a 5th-level spellcaster.
STR DEX CON INT WIS CHA Its spellcasting ability is Charisma (spell save DC , +
to hit with spell attacks). The hagspawn has the
18 (+4) 15 (+2) 16 (+3) 11 (+0) 12 (+1) 14 (+2) following sorcerer spells prepared:
cantrips: blade ward, chill touch, fire bolt,
Saving Throws: Str +7, Con +6, Wis +4 prestidigitation, shocking grasp
Skills. Athletics +7, Intimidation +5, Stealth +4
Senses. darkvision 60 ft., passive Perception 1st level (4 slots): detect magic, false life, ray of
Languages. Common, Giant sickness
Challenge. 5 (1,800 XP) 2nd level (3 slots): hold person, phantasmal force
3rd level (2 slots): fireball
Brute. A melee weapon deals one extra die of its
damage when the hagspawn hits with it (included ~ The hagspawn casts these on itself before
in the attack). combat.
Hag Ancestry. The hagspawn has advantage on Ugly. The hagspawn has advantage on Charisma
saving throws to resist spells and effects that target (Intimidation) checks and disadvantage of Charisma
humanoids, like charm person, a harpy's Luring (Persuasion) checks against humanoids that can
Song, or a ghost's Possession. see you..
Ugly. The hagspawn has advantage on Charisma Wild Magic. When the hagspawn expends a
(Intimidation) checks and disadvantage of Charisma spellslot, it must roll from the Wild Magic table.
(Persuasion) checks against humanoids that can
see you.. Actions
Quarterstaff. Melee Weapon Attack: +4 to hit, reach
Actions 5 ft., one creature. Hit: (1d6 + ) bludgeoning
Multiattack. The hagspawn makes two attacks with damage, or (1d8 + ) bludgeoning damage if used
its maul with two hands.
Maul. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 14 (3d6 + 4) bludgeoning
damage.

68
Hagspawn Thug Well Known Hagspawn
These children of hags are trained by their mothers as Though hagspawn are rare, their supernatural ancestry and
thieves and infiltrators, stealing items and kidnapping inborn wanderlust makes them predisposed towards the life
children for the hag's sinister purposes. of an adventurer, leading many to have carved a name for
themselves in the world, whether good or bad.
Gannayev-of-Dreams. A powerful spirit shaman of
Rasheman and the son of the kindly night hag Gulk'aush.
Hagspawn Thug Perhaps because of the love his hag mother bore for him,
Gannayev was neither brutish nor ugly, but instead tall and
Medium humanoid (hagspawn), any chaotic
alignment ruggedly handsome. As a dreamwalker, he made a name for
himself as a seducer of women in their dreams. He wound up
Armor Class. 14 (hide armor) playing an important role in the journey of the Kalach-Cha.
Hit Points. 105 (14d8 + 42) Hagar Hlutwigsson. Son of the annis hag Tanta Hagara
Speed. 30 ft. and former chieftan of the Blue Bear Tribe Hlutwig Long-
throw, Hagar Hlutwigsson was banished by his mother and
STR DEX CON INT WIS CHA
set to wandering. Hagar is a devout worshipper of Malar and
has established himself as the leader of a Waterdeep criminal
16 (+3) 14 (+2) 16 (+3) 11 (+0) 13 (+1) 12 (+1) gang, the Bull Elk Tribe. Composed of half-orcs, disgraced
Uthgardt, and other outcasts, the Bull Elk Tribe in incredibly
Skills. Deception +3, Stealth +4, Sleight of Hand +4 tight knit, viewing themselved as a family. Over the years,
Senses. darkvision 60 ft. passive Perception 10 Hagar has sired several children, all of whom he cherishes
Languages. Common, Giant above life itself.
Challenge. 3 (700 XP) Serrin Puzzlewell. This clever hagspawn man claims to be
the grandson of the legendary night hag Ravel Puzzelwell.
Ambusher. During its first turn, the hagspawn has Though he cannot produce any concrete proof of this, he
advantage on attack rolls against any creature that clearly shares her skill for solving puzzles. He has set up a
hasn't taken a turn. Any hit the hagspawn scores modest shop in Sigil and makes a bustling trade solving
against a surprised creature is a critical hit. unusual puzzles and riddles for planar travelers.
Hag Ancestry. The hagspawn has advantage on
saving throws to resist spells and effects that target
humanoids, like charm person, a harpy's Luring
Song, or a ghost's Possession.
Ugly. The hagspawn has advantage on Charisma
(Intimidation) checks and disadvantage of Charisma
(Persuasion) checks against humanoids that can
see you..

Actions
Multiattack. The hagspawn makes two attacks with
its greatclub
Greatclub. Melee Weapon Attack: +5 to hit, reach 5
ft., one creature. Hit: 7 (1d8 + 3) bludgeoning
damage.

69
Jack o' Lantern
A jack o' lantern is an incorporeal spirit that lives on the Jack o' Lantern
border between the world of the living and the land of the Small fey (any humanoid race), chaotic neutral
dead. On nights where the land of the dead is closest to the Armor Class. 12
land of the living, such All Hallows Eve or the Ghost Festival, Hit Points. 55 (10d6 + 20)
these spirits drift into the world, settling on a child of Speed. 30 ft.
exceptional acuity. This child becomes the living vessel for
the jack o' lantern, and the intermediary between the living
and the dead. STR DEX CON INT WIS CHA
Tricks. The jack o' lantern will always cover its face in 14 (+2) 15 (+2) 14 (+2) 11 (+0) 12 (+1) 15 (+2)
some way. They are especially fond of carving gourds such as
pumpkins into gruesome helmets, but they will also wear Skills. Sleight of Hand +4, Stealth +4
masks bearing the images of skulls or frightening demons. Damage Immunities. necrotic
No matter what kind of mask it wears, though, the jack o' Condition Immunities. frightened
lantern produces a bright light from its face which is capable Senses. darkvision 120 ft. passive Perception 11
of revealing the unseen. The jack o' lantern is very fond of Languages. Sylvan and whatever languages the
pranks, too, and will eagerly play tricks on anyone it meets, possessed humanoid speaks, usually Common
though it is rarely if ever malevolent or violent. However, they Challenge. 1 (200 XP)
are ultimately just children, and they can easily be misled by
unscrupulous beings into performing dangerous pranks. Trick. The jack can cast cause fear at will (DC 12).
Treats. As intermediary between the living and the dead, Charisma is its spellcasting ability.
the jack o' lantern performs a very important role. The living
seek out the jack in order to beg them to allow them to speak Treat (2/Day). If the jack fails a saving throw, it can
to their loved ones one last time. In a community where the choose to succeed instead
jack o' lantern is shown respect and kindness, the night Magic Resistance. The jack has advantage on saving
becomes filled with tearful reunions and joyful revelries as throws against spells and other magical effects.
the jack brings back mothers to see how big their sons have Magic Sickle. Any sickle wielded by the jack
grown, fathers to meet their daughter's husbands, and becomes magical for as long as the jack wields it.
grandmothers to dole out one last piece of wisdom. However,
if the jack o' lantern is rejected, it plays pranks on those Revealing Illumination. The jack can begin or stop
who've wronged it, bringing back malicious spirits to plague producing light as a free action. The jack produces
bright light in a 60-foot cone and dim light for an
the town until dawn. additional 60 feet, originating from its face.
Undead Friends. The jack can speak to any spirit, dead or Invisible creatures and objects are visible as long as
undead, and those creatures in turn recognize the jack o' they are in the bright light.
lantern as a conduit between the world of the living and the
land of the dead. Even irreconcilably evil undead such as Speak with the Dead. The jack can communicate
wights are not inclined to attack the jack, However, should with any dead or undead creature or spirit as if they
shared a language.
the jack o' lantern cause them mischief, there's nothing
stopping them from doing away with it. Actions
Multiattack. The jack makes two sickle attacks.
Sickle. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 + 2) slashing damage. If
the jack scores a critical hit with this weapon, there
is a 5% chance that it severs a randomly
determined limb from the target.
Knock Knock! Provided that the sun is down, the
jack knocks on the headstone, urn, or remains of a
dead humanoid. The humanoid's spirit returns to
the Material Plane as a specter, retaining its
memories and alignment from before its death.
This specter cannot attack the jack that summoned
it and will obey any orders the jack gives it that do
not conflict with its alignment. It has advantage on
saving throws against being turned. The specter
returns to the afterlife at dawn or if the jack is
killed.

70
Jermlaine
Jermlaine are the lost hobs, those whose families forgot them
and whose villages were swallowed by the bustle and stink of
the city. Consigned to ugliness and befriended only by rats,
jermlaine satisfy their resentment by enacting acts of petty
vengeance and mischief against unsuspecting mortals.
Cowards to a fault, these mean spirited fey only target the
most helpless, being especially fond of tormenting children
who wander away from their parents. They are often found in
the company of rats and giant rats, due to their ability to
communicate with the pests, and particularly vengeful
jermlaine might be found allied with cranium rats, xvarts, and
wererats.

Jermlaine
Tiny fey, neutral evil

Armor Class. 13
Hit Points. 3 (2d4 - 2)
Speed. 30 ft.

STR DEX CON INT WIS CHA


4 (-3) 16 (+3) 8 (-1) 6 (-2) 10 (+0) 5 (-3)

Senses. darkvision 60 ft. passive Perception 10


Languages. Sylvan
Challenge. ½ (100 XP)

Speak with Rats. The jermlaine can communicate


with rats, giant rats, and any other rat related
creatures (such as wererats and xvarts) as if they
shared a common language. A creature that has
cast speak with animals on itself can speak with a
jermlaine as if they shared a common language.

Actions
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 2 (1d4) bludgeoning damage

71
Kenku Mage Kenku Mage
All kenku yearn to find a way to break the curse on their Medium humanoid (kenku), neutral
species and return to the skies. They seek out all forms of
magic, attempting to study them to learn their secrets. Armor Class 13 (15 with mage armor)
However, having been robbed of creativity, kenku are ill Hit Points 22 (5d8)
equipped to learn the arcane arts as a wizard or sorcerer Speed 30 ft.
would do. As such, most turn to otherworldly beings such as
hags and demons, which place the chaotic seed of magic in
their souls in exchange for their service. STR DEX CON INT WIS CHA
Magical Mimics. A kenku cannot speak of its own volition, 10 (+0) 16 (+3) 11 (+0) 12 (+1) 12 (+1) 13 (+1)
so they must find other ways to produce the verbal
components of their spells. These kenku have discovered Skills Deception +3, Insight +3, Perception +3,
how to mimic the verbal components that they hear other Stealth +5
creatures ut Senses passive Perception 13
Languages understands Auran and Common but
speaks only through the use of its Mimicry trait
Kenku Feat Challenge 1 (200 XP)
If your DM allows the use of feats, a kenku
character has the option of taking the following Ambusher. In the first round of a combat, the kenku
feat. has advantage on attack rolls against any creature it
surprised
Spell Mimicry.
Prerequisite: Kenku Mimicry. The kenku can mimic any sounds it has
If you observe a creature cast a spell of a level heard, including voices. A creature that hears the
that you possess spell slots for, you can perform a sounds can tell they are imitations with a
Wisdom (Insight) check equal to 12 + the spell's successful DC 15 Wisdom (Insight) check.
level (cantrips count as level 0). If you succeed, you
can cast the spell once within the next minute. You Spellcasting. The kenku is a 4th-level spellcaster. Its
cannot provide any verbal components that are spellcasting ability is Charisma (spell save DC 11,
different from the original spell (such as a different +3 to hit with spell attacks). The kenku has the
command for the command spell), and you must following sorcerer spells prepared:
provide material components as normal. You cantrips: blade ward, dancing lights, fire bolt, mage
cannot use this against spells created by Innate hand, minor illusion
Spellcasting.
You recover this ability after completing a long 1st level (4 slots): expeditious retreat, mage
or short rest. armor~, magic missile
2nd level (3 slots): invisibility~, levitate
~ The kenku casts these on itself before combat.

Actions
Shortsword. Melee Weapon Attack: +5 to hit, reach
5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Reactions
Arcane Mimicry. If the kenku observes a creature
cast a spell of 2nd-level or lower, it can attempt to
memorize the method in which it cast that spell by
making a DC 14 Wisdom (Insight) check. On a
success, the kenku can cast that spell using its
Spellcasting feature until it completes a long rest,
provided it has the requisite material components
on hand. The kenku can only provide identical
imitations of verbal components, so it cannot
provide alternate commands for spells such as
command or suggestion.

72
Leech Toad
Leech toads, also known as stirgetoads and bloodeyes, are Leech Toad
dangerous toads with bright red eyes, dark bodies, and small Tiny monstrosities, unaligned
horns decorating their heads. They hunt in packs, using the Armor Class. 12
paralyzing power of their gaze attacks to render their victims Hit Points. 7 (2d4 + 2)
helpless while they drain their blood. Speed. 20 ft., swim 20 ft.
Spell Components. Leech toads are highly sought after by
hags, wizards, and other spellcasters for the valuabe role that
their body parts can play in magic. Their blood, their hearts, STR DEX CON INT WIS CHA
their livers, and the fluid from their eyes all have value as 3 (-4) 14 (+2) 12 (+1) 2 (-548 (-1) 6 (-2)
spell components and the crafting of magic items.
Senses. darkvision 60 ft. passive Perception 9
Languages. --
Challenge. 1/4 (50 XP)

Amphibious. The toad can breathe both air and


water.
Standing Leap. The toad's long jump is up to 10 ft.
and its high jump is up to 5 ft., with or without a
running start.

Actions
Blood Drain. Melee Weapon Attack: +5 to hit, reach
5 ft., one creature. Hit: 5 (1d4 + 2) piercing
damage, and the toad attaches to the target. While
attached, the toad doesn't attack. Instead, at the
start of each of the toad's turns, the target loses 2
(1d4 + 2) hit points due to blood loss. The toad can
detach itself by spending 5 feet of its movement. It
does so after it drains 10 hit points of blood from
the target or the target dies. A creature, including
the target, can use its action to detach the toad.
Paralyzing Gaze. One creature of the toad's choice
that is within 30 feet of it and can see it must
succeed on a DC 10 Wisdom saving throw or
become paralyzed for 1 minute or until the toad
breaks its paralyzing gaze. The toad must use an
action on each of its turns to maintain the
paralyzing gaze. A creature can repeat the saving
throw at the end of each of its turns, ending the
effect on a success. If a creature's saving throw is
successful or the effect ends for it, the creature is
immune to the Paralyzing Gaze of all leech toads
for the next 24 hours.

73
Libation Oozes
The libation oozes are one of the strangest forms of ooze in Amber Ale
the multiverse. Carrying the sharp scent of alcohol, these Small ooze, unaligned
gelatinous monsters are imbued with corrupted potions, Armor Class. 8
spreading their effects with their touches. No one knows how Hit Points. 153 (18d6 + 90)
they first came about, whether it was by purposeful intention Speed. 15 ft.
or wild accident, nor is it clear exactly how they have
continued to come into existence, but they present a strange
hazard to the unwary. STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 20 (+5) 1 (-5) 6 (-2) 2 (-4)
Amber Ale
These rich, honey colored oozes are infused with the powers Damage Immunities. psychic
of a potion of mind reading. Those poisoned by it forced to Condition Immunities. blinded, charmed, deafened,
read the minds of all those around them. Though this can exhaustion, frightened, prone
prove useful when only one other creature is nearby, this Senses. blindsight 30 ft. (blind beyond this point),
quickly becomes overwhelming when other creatures passive Perception
Languages. --
approach, as the conflicting thoughts of numerous individuals Challenge. 4 (1,100 XP)
is a deafening mental cacophony. These oozes possess the
ability to detect the thoughts of other creatures as well, but Amorphous. The ooze can move through a space as
lacking the intelligence to understand these thoughts they are narrow as 1 inch wide without squeezing.
not incapacitated by the chaos of thoughts.
Thought Hunter. The ooze automatically knows the
exact position of every creature with an Intelligence
of 3 or higher, unless those creatures are under the
effects of a spell or item that prevents mind
reading, such as mindblank or a ring of mind
shielding.
Magic Resistance. The ooze has advantage on saving
throws against spells and other magical effects.

Actions
Pseudopod. Melee Weapon Attack: +4 to hit, reach
5 ft., one creature. Hit: 4 (1d6 + 2) bludgeoning
damage plus 14 (4d6) psychic damage.
Additionally, the target must make a DC 15
Constitution saving throw or become poisoned for
1 minute. While poisoned in this way, the target
takes 10 (3d6) psychic damage at the start of each
of its turns and is constantly assaulted with the
surface level thoughts of all intelligent creatures
near it. If there is only one creature with an
Intelligence of 3 or higher within 30 feet of the
target, it automatically reads the surface level
thoughts of that creature.
However, if there are two or more creatures with an
Intelligence of 3 or higher that speaks at least one
language within 30 feet of the poisoned creature,
the target is deafened by the cacophony of
thoughts and has disadvantage on all Intelligence
and Wisdom saving throws. This effect does not
apply to creatures with an Intelligence of 2 or
lower.

74
Golden Champagne
These pale golden oozes are filled with a corruscating array Golden Champagne
of bubbles, causing them to make a pleasant fizzing sound as Tiny ooze, unaligned
the float serenely through the air. They are infused with the
power of a potion of flying. A creature poisoned by this ooze Armor Class. 13
is filled with a strange, bubbly feeling, causing their stomachs Hit Points. 71 (11d4 + 44)
to bloat and their bodies to be lifted off the ground, sending Speed. 0 ft., fly 30 ft. (hover)
them into the air. These creatures are more dangerous in
open areas, as their victims can rise up to 100 feet in the air STR DEX CON INT WIS CHA
before plummeting
10 (+0) 16 (+3) 19 (+4) 1 (-5) 6 (-2) 2 (-4)
Ebony Lager
Condition Immunities. blinded, charmed, deafened,
These thick, darkly colored oozes are infused with the power exhaustion, frightened, prone
of a potion of gaseous form. Their victims are forcibly Senses. blindsight 30 ft. (blind beyond this point),
transformed into clouds of vapor, causing their clothing and passive Perception
weapons to fall away, leaving them naked and helpless once Languages. --
the poison wears off. These oozes are capable of frothing Challenge. 4 (700 XP)
their bodies up, increasing their volume and decreasing any
damage they take as weapons simply pass through them with Amorphous. The ooze can move through a space as
barely any harm. narrow as 1 inch wide without squeezing.
Magic Resistance. The ooze has advantage on saving
Ivory Moonshine throws against spells and other magical effects.
These perfectly clear oozes shimmer with half seen images,
appropriate considering that they are infused with the power Actions
of a potion of clairvoyance. When a creature is poisoned by Touch. Melee Weapon Attack: +5 to hit, reach 5 ft.,
this ooze, its vision is thrown from it in a random direction, one creature. Hit: 4 (1d8) acid damage.
effectively blinding it to what is around it. Additionally, the target must make a DC 14
Constitution saving throw or become poisoned for
1 minute. While poisoned in this way, the target
begins to levitate above the ground and rises an
additional 20 feet higher at the beginning of each
of its turns . The poisoned creature can move only
by pushing or pulling against a fixed object or
surface within reach (such as a wall or a ceiling),
which allows it to move as if it were climbing. Once
the target ceases being poisoned, it falls to the
ground as normal, taking 3 (1d6) bludgeoning
damage for every 10 feet fallen.

75
Ebony Lager Ivory Moonshine
Medium ooze, unaligned Small ooze, unaligned

Armor Class. 10 Armor Class. 10


Hit Points. 67 (9d6 + 36) Hit Points. 65 (10d6 + 30)
Speed. 15 ft. Speed. 10 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 10 (+0) 18 (+4) 1 (-5) 6 (-2) 2 (-4) 10 (+0) 11 (+0) 16 (+3) 1 (-5) 6 (-2) 2 (-4)

Condition Immunities. blinded, charmed, deafened, Condition Immunities. blinded, charmed, deafened,
exhaustion, frightened, prone exhaustion, frightened, prone
Senses. blindsight 30 ft. (blind beyond this point), Senses. blindsight 30 ft. (blind beyond this point),
passive Perception passive Perception
Languages. -- Languages. --
Challenge. 3 (700 XP) Challenge. 3 (700 XP)

Amorphous. The ooze can move through a space as Amorphous. The ooze can move through a space as
narrow as 1 inch wide without squeezing and can narrow as 1 inch wide without squeezing.
Frothy (Recharges after a Short or Long Rest). As a Damage Transfer. While it is grappling a creature,
bonus action, the ooze can froth itself up for 1 the ooze takes only half the damage dealt to it, and
minute. While frothy, the ooze is Large sized, can the creature grappled by the rug takes the other
occupy the space of another creature, has half.
advantage on Strength, Dexterity, and Constitution Magic Resistance. The ooze has advantage on saving
saving throws, is resistant to bludgeoning, piercing, throws against spells and other magical effects.
and slashing damage from non-magical weapons,
and treats liquids as though they were solid Poison. Each time the target takes poison damage
surfaces. from the ooze, it must make a DC 13 Constitution
saving throw or become poisoned for 1 minute.
Magic Resistance. The ooze has advantage on saving
While poisoned in this way, the target's sight is
throws against spells and other magical effects.
magically projected to an invisible sensor in a
random location within 1 mile of it. The target can
Actions only see through this sensor and is blinded to its
Touch. Melee Weapon Attack: + to hit, reach 5 ft., surroundings as a result.
one creature. Hit: 9 (2d8) acid damage, or 5 (2d4)
acid damage if frothy. Additionally, the target must Actions
make a DC 14 Constitution saving throw or
Engulf Face. Melee Weapon Attack: +2 to hit, reach
become poisoned for 1 minute. While poisoned in
5 ft., one creature. Hit: 2 (1d4) poison damage and
this way, the target must make a DC 14
the ooze attaches to the target. If the target is
Constitution saving throw at the beginning of each
Medium or smaller, it attaches by engulfing the
of its turns. On a success, the target stays solid or
target's head, and the target is also blinded and
becomes solid if currently gaseous. If the creature
unable to breathe while the ooze is attached in this
fails, it becomes gaseous until its next turn.
way.
While gaseous, the target's only method of While attached to the target, the ooze can attack
movement is a flying speed of 10 feet. The target no other creature except the target but has
can enter and occupy the space of another creature. advantage on its attack rolls. The ooze's speed also
The target has resistance to nonmagical damage, becomes 0, it can't benefit from any bonus to its
and it has advantage on Strength, Dexterity, and speed, and it moves with the target.
Constitution saving throws. The target can pass
through small holes, narrow openings, and even A creature can detach the ooze by making a
mere cracks, though it treats liquids as though they successful DC 13 Strength check as an action. On
were solid surfaces. The target can't fall and its turn, the ooze can detach itself from the target
remains hovering in the air even when stunned or by using 5 feet of movement.
otherwise incapacitated.
While in the form of a misty cloud, the target can't
talk or manipulate Objects, and any objects or
equipment it was holding fall to the ground. The
target can't Attack or cast Spells.

76
Perfumed Liqueur Ruby Merlot
These sweet smelling oozes are infused with a philter of love. These bright red oozes roil with internal lights and are
They continually emit a powerful, nauseatingly sweet aroma imbued with a potion of fire breath. Those poisoned by them
which causes those that smells it to become overcome with a uncontrollably exhale flames, making them dangerous to
delirious, all encompassing affection for every creature they themselves and others whenever they speak.
lay eyes on.

Ruby Merlot
Perfumed Liqueur Medium ooze, unaligned
Medium ooze, unaligned
Armor Class. 8
Armor Class. 8 Hit Points. 110 (13d8 + 52)
Hit Points. 110 (13d8 + 52) Speed. 15 ft.
Speed. 10 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4)
16 (+3) 7 (-2) 18 (+4) 1 (-5) 6 (-2) 2 (-4)
Damage Vulnerabilities cold
Condition Immunities. blinded, charmed, deafened, Damage Immunities. fire, poison
exhaustion, frightened, prone Condition Immunities. blinded, charmed, deafened,
Senses. blindsight 30 ft. (blind beyond this point), exhaustion, frightened, poison, prone
passive Perception Senses. blindsight 30 ft. (blind beyond this point),
Languages. -- passive Perception
Challenge. 2 (450XP) Languages. --
Challenge. 2 (450 XP)
Amorphous. The ooze can move through a space as
narrow as 1 inch wide without squeezing. Amorphous. The ooze can move through a space as
narrow as 1 inch wide without squeezing.
Magic Resistance. The ooze has advantage on saving
throws against spells and other magical effects. Heated Body. A creature that touches the ooze or
hits it with a melee attack while within 5 feet of it
Perfume. Any creature that starts its turn within 10 takes 5 (1d10) fire damage.
feet of the ooze must succeed on a DC 14
Constitution saving throw or be poisoned until the Magic Resistance. The ooze has advantage on saving
start of its next turn. While poisoned in this way, throws against spells and other magical effects.
the target is charmed by all creatures it can see. If a
creature is of a species and gender the target is Actions
normally attracted to, it regards it as its true love Slam. Melee Weapon Attack: + to hit, reach 5 ft.,
while it is Charmed. one creature. Hit: 4 (1d6 + 4) bludgeoning damage
plus 3 (1d6) fire damage. Additionally, the target
Actions must make a DC 14 Constitution saving throw or
Pseudopod. Melee Weapon Attack: +5 to hit, reach become poisoned for 1 minute. While poisoned in
5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning this way, the target exhales flames the first time it
damage plus 7 (2d6) acid damage. speaks on its turn, causing it and any creatures
within 5 feet of it take 3 (1d6) fire damage. The fire
ignites flammable objects in the area that aren’t
being worn or carried.
Fire Jet (Recharge 5-6). The ooze produces a jet of
fire in a 40-foot line to is 5 feet wide. Each creature
in that line must make a DC 14 Dexterity saving
throw, taking 10 (3d6) fire damage on a failed save,
or half as much damage on a successful one.

77
Moor Hound
A moor hound is an evil construct crafted by mud, twigs, and Moor Hound
straw harvested from land cursed by a terrible sin. These Medium construct, neutral
materials are shaped into a shape resembling a wolf and then Armor Class. 13 (natural armor)
animated by the desire of the land itself for vengeance Hit Points. 11 (2d8 + 2)
against the evil that wronged it. These hounds then seek out Speed. 40 ft.
evil individuals, slaughtering them without mercy to assuage
the fury of the earth.
Nature's Judgment. A dark enough sin, such as the killing STR DEX CON INT WIS CHA
of a family member or a rightful king or the defiling of a 12 (+1) 15 (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
sacred place, can stain the earth, leading the land itself to cry
out for vengeance. Druids and other beings sensitive to the Skills. Perception +3, Stealth +4
moods of the land may hear this cry and craft moor hounds Condition Immunities. charmed, exhaustion,
out of the stain of sin itself, which hunt the night in search of frightened, paralyzed, poisoned, unconscious
wickedness to purge from the land. Unless ordered to, a moor Senses. darkvision 60 ft., passive Perception 13
hound will not attack a non-evil creature, and they can Languages. understands the languages of its creator
determine and they can smell evil on a creature, so the but can't speak
innocent rarely need to fear moor hound, though their howls Challenge. 1/2 (100 XP)
are always chilling.
Immortal in the Night. Being born out of the dark fury of Creator Dependent. If the moor hound's creator
the land, a moor hound is all but immortal while in the dies, it immediately dies as well.
shadows of the night. Any damage dealt to a moor hound is
instantly recovered, and even if its body is crushed and Keen Hearing and Smell. The hound has advantage
scattered it reforms almost immediately. Only exposure to on Wisdom (Perception) checks that rely on
sunlight makes them vulnerable to destruction. hearing or smell.
Creator Bound. A moor hound's existence is bound to the Pack Tactics. The hound has advantage on an attack
soul of its creator, and if its creator dies so does it. A moor roll against a creature if at least one of the hound's
hound is bound by ancient laws to obey its creator's orders allies is within 5 feet of the creature and the ally
and it will not attack its creator, even if that creator is evil. As isn't incapacitated.
a result, hags and evil druids are fond of creating these Regeneration. The hound regains 10 hit points at
creatures as hunters and guardians. Many will even go so far the start of its turn. If the hound begins its turn
as to orchestrate the committing of a sin so heinous as to exposed to sunlight, this trait doesn't function. The
curse the land, perhaps even committing the sin themselves, hound dies only if it starts its turn with 0 hit points
just so that they can craft a pack of obedient moor hounds to and doesn't regenerate.
protect them. Scent Evil. The hound can determine if a creature is
Release from Service. If the sin that blights a land is evil or not by sense of smell.
lifted, then the brooding resentment of the land is absolved Sunlight Hypersensitivity. The hound takes 5 radiant
and the moor hounds that roam it crumble into harmless dirt damage when it starts its turn in sunlight. While in
and twigs. Moor hounds possess a supernatural intuition for sunlight, it has disadvantage on attack rolls and
when a creature is seeking to right the wrongs that birthed it, ability checks.
and will often protect those that individuals from harm.
Actions
Attack. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 6 (2d4 + 1) piercing damage.

78
Quablyn
These grotesque creatures resemble swarthy, misshapen Quablyn
goblins at first glance. However, upon closer glance, their Small monstrosity, neutral evil
plaintive eyes and surprisingly youthful features reveal their Armor Class. 12 (leather armor)
true nature. A quablyn is, in actuality, a humanoid child Hit Points. 27 (6d6 + 6)
transformed into a hideous, goblin-like monster, often by a Speed. 30 ft.
hag or other evil fey.
Cursed Memories. A quablyn is incapable of disobeying
the being that created it, but it retains a vague, nagging STR DEX CON INT WIS CHA
awareness of what it used to be. Though its twisted, 15 (+2) 13 (+1) 12 (+1) 8 (-1) 10 (+0) 8 (-1)
malformed soul can no longer feel fear, it still feels longing
for the life lost to it. It may gather belongings similar to those Skills. Stealth +3, Survival +2
it had once owned and create rudimentary mimicries of its Condition Immunities. frightened
former home in a vain attempt to satisfy its desire to belong. Senses. passive Perception
Lost Souls. If a quablyn's master is killed, it and its fellow Languages. can understand languages it knew
quablyns are left masterless. Lacking any real ambition or before being cursed, but cannot speak much
sense of community, these quablyns will wander until they Challenge. 1 (200 XP)
are slain. Many will attempt to insinuate themselves into the
homes of families that remind it of its former life, slaying any Bound to Obey. The quablyn is bound to obey, to
other children the family has in an effort to be the only the letter, any order given to it by its master.
recipient of love. However, if another being is able to assume
mastery of them, they unify once more under their new Telepathic Link. The quablyn is telepathically linked
parental replacement. to all quablyns bound to its master on the same
Lingering Hope. If it dies, a quablyn reverts to the form it plane of existence. Additionally, the quablyn's
had before death, revealing the true horror of its death to master can initiate telepathic communication with
it so long as they are both on the same plane of
whatever poor soul killed them. However, a small hope does existence.
exist for the child. If the curse on the child is removed, it will
return to its true form just as it had been before it was Shadow Stealth. While in dim light or darkness, the
transformed, with its time spent as a quablyn a barely quablyn can take the Hide action as a bonus action.
remembered nightmare. Its stealth bonus is also improved to +5.
Transformed Child. A quablyn is a transformed child.
If remove curse is cast on the quablyn, it returns to
its true form. If the quablyn dies, its corpse reverts
back to its true form.

Actions
Multiattack. The quablyn makes two attacks: one
with its bite and one with its claws
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 +2) slashing damage
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one creature. Hit: 4 (1d4 +2) piercing damage

79
Scarecrow Infernal Scarecrow
Scarecrows are constructs animated by supernatural spirits These scarecrows are animated by the spirits of bound devils.
by hags, witches, and other spellcasters as servants and This causes their heads and claws to burn with infernal
guardians. Scarecrows are detailed in the Monster Manual flames when active. These scarecrows typically have heads
on page 268. crafted from carved gourds, and they can lob their heads at
their enemies as a last ditch effort to incinerate.
An infenal scarecrow uses the same statistics as a
Effigy Scarecrows scarecrow, with the following modifications, giving it a
An effigy scarecrow is constructed with the explicit intention challenge rating of 2 (450 XP):
of hunting down a specific creature. These scarecrows are The scarecrow's Claw attacks do an additional 2 (1d4) fire
built in a crude mockery of their intended target's damage.
appearance, dressed in their stolen clothing and decked with The scarecrow gains the following acto:
tokens such as hair and blood stolen from the target. These
wicked facsimiles seek out their intended target, performing Pyroclastic Head. The scarecrow throws its head at a point
unsettling parodies of their target's mannerisms, before that it can see within 40 feet of it. Upon impact, the head
slaying their targets mercilessly. Most horrifying at all, those explodes into a 20-foot-radius sphere of flame. Each creature
that lash out against them will find any damage they inflict on within this area must make a DC 11 Dexterity saving throw,
the scarecrow reflected. on their victims. taking 14 (4d6) fire damage on a failure or half as much on a
An effigy scarecrow uses the same statistics as a success
scarecrow, with the following modifications, giving it a Until the scarecrow or another creature uses an action to
challenge rating of 2 (450 XP): replace its head, the scarecrow is blinded and cannot use this
The scarecrow gains the following trait: action again.
Effigy. The scarecrow is bonded to a specific humanoid Pestilence Scarecrows
creature. This creates the following effects These scarecrows are often animated by the lingering spirits
Sympathetic Magic. When the scarecrow takes damage, of farmers whose land failed them, leading them to starve.
the creature to which it is bonded takes necrotic damage Consumed with despair of the earth even in death, their
equal to the damage the scarecrow suffered, ignoring spirits long to render all land as barren as their own fields.
resistance to necrotic damage. A pestilence scarecrow uses the same statistics as a
Tracker. The scarecrow knows the distance to and scarecrow, with the following modifications, giving it a
direction of the creature to which it is bonded. If the challenge rating of 2 (450 XP):
creature to which the scarecrow is bonded dies, the The scarecrow's actions are replaced with the following
scarecrow dies as well. actions:
Guardian Scarecrows Multiattack. The scarecrow makes two pestilential touch
A guardian scarecrow is made not by by evil witches but attacks
rather by druids or kindly hags, usually as a menas to ward Pestilential Touch. Melee Spell Attack: +3 to hit, reach 5
animals away from rural areas and protect people from ft., one creature. Hit: 6 (2d4 +1) necrotic damage. The target
invaders. These scarecrows are crafted with the well worn must succeed on a DC 11 Charisma saving throw or afflicted
clothes of local farmers, decorated by children, and animated with a supernatural odor for 24 hours. While emitting this
with kindly nature spirits, making them gentle and good. odor, the creature attracts insects and arachnids in a 1 mile
Their presence discourages the presence of animals that radius, causing swarms of insects, spiders, and other similar
frequently plague farmers, and if necessary they will frighten creatures to appear frequently. Additionally, all attacks made
away intruders or fight them with their wooden claws. against the target by insects and arachnids have advantage,
An effigy scarecrow uses the same statistics as a and the target has disadvantage on saving throws against
scarecrow, with the following modifications: insect plague and other similar spells. Additionally, the target
has disadvantage on all Charisma (Persuasion) checks
The scarecrow is neutral good. against creatures that can smell it.
When a creature is frightened by the scarecrow's Summon Locusts (1/Day). The scarecrow summons 1d4
Terrifying Glare action, it is not paralyzed and must swarms of locusts (use the statistics for a swarm of wasps),
instead spend its turn moving away from scarecrow by the which appear in its space, act on the scarecrow's initiative,
fastest available means. and obey its telepathic commands.
The scarecrow gains the following trait:
Farmer's Ward. Certain beasts will not willingly approach
within 120 feet of the scarecrow. The nature of these beasts
is determined when the scarecrow is first constructed, but
are usually beasts that are detrimental to the wellbeing of a
farm, such as crows, locusts, and wolves.

80
Shadow Asp
A shadow asp is a small, dusky serpent which resides on the Shadow Asp
Shadowfell and areas touched by that dark place. They are Tiny monstrosity, unaligned
generally shy, non-aggressive creatures, and are more likely Armor Class. 14
to use their incorporeality to escape predators than to fight Hit Points. 22 (5d4 + 10)
back, but if backed into a corner will protect themselves with Speed. 30 ft., swim 30 ft.
their venomous bites. Any creatures killed by these bites
create undead shadows which rise up and protect the
shadow asps from further attacks. STR DEX CON INT WIS CHA
4 (-3) 18 (+4) 14 (+2) 4 (-3) 12 (+1) 6 (-2)

Skills. Stealth +6
Senses. passive Perception 11
Languages. --
Challenge. 1 (200 XP)

Incorporeal Form (1/Day). As a bonus action, the


shadow asp becomes incorporeal for up to 1 hour .
It can resume being corporeal as a free action. It
cannot be incorporeal while exposed to bright light.
While incorporeal, the shadow asp is immune to
bludgeoning, piercing, and slashing damage dealt
by non-magical weapons and can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its
turn inside an object.
Shadow Stealth. While in dim light or darkness, the
shadow asp can take the Hide action as a bonus
action. Its stealth bonus is also improved to +8.
Sunlight Weakness. While in sunlight, the shadow
asp has disadvantage on attack rolls, ability checks,
and saving throws.

Actions
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one creature. Hit: 1 piercing damage, and the target
must make a DC 12 Constitution saving throw,
taking 2 (1d4) poison damage on a failed save, or
half as much damage on a successful one.
Additionally, if the target fails the saving throw, it
becomes poisoned for 1 minute. While poisoned in
this way, the target takes 2 (1d4) poison damage at
the beginning of each of its turns.
If a humanoid creature dies while poisoned by the
shadow asp, a shadow rises from the corpse 1d4
hours later.

81
Sporeback Toad Stirge Swarm
The sporeback toad is by far one of the laziest predators in Stirge swarms form naturally when stirges reproduce in
the world. Having developed a symbiotic relationship with excess of available food. When this occurs, their instincts to
timmask mushromms, which always grow in great profusion gather in groups becomes overactive and they flock together,
around its nesting sites, the sporeback need do virtually forming huge swarms that ravenously attack any creature
nothing to ensure its continued safety, as few predators have they encounter, using the safety of numbers to ensure the
an interest in trifling with a creature that creature that survival of at least a few. However, evil magic can also prompt
cultivates the devil's mushroom on its own back. These toads them to form these swarms.
are content to wallow in mud, waiting for a suitable meal to
wander nearby before so that it may lash it with its tongue
and reel it in. Stirge Swarm
Large swarm of tiny beasts, unaligned

Sporeback Toad Armor Class. 14


Hit Points. 97 (15d10 + 15)
Medium beast, unaligned
Speed. 10 ft., fly 40 ft.
Armor Class. 11 (natural armor)
Hit Points. 27 (5d8 + 5)
Speed. 10 ft., swim 20 ft. STR DEX CON INT WIS CHA
9 (-1) 19 (+4) 13 (+1) 2 (-4) 8 (-1) 5 (-3)
STR DEX CON INT WIS CHA
Damage Resistances. bludgeoning, piercing, and
15 (+2) 8 (-1) 13 (+1) 2 (-4) 10 (+0) 3 (-4) slashing damage
Condition Immunities. charmed, frightened,
Skills. Stealth +1 grappled, paralyzed, petrified, prone, restrained,
Damage Immunities. poison stunned
Condition Immunities. poisoned Senses. darkvision 60 ft., passive Perception 9
Senses. blindsight 30 ft., passive Perception 10 Languages. --
Languages. -- Challenge. 6 (2,300 XP)
Challenge. 1 (200 XP)
Satiation. The swarm stops dealing necrotic damage
Natural Camouflage. While the sporeback toad with its Blood Drain attack after dealing 200 points
remains motionless and partially submerged, it is of necrotic damage. It will remain satiated for 12
indistinguishable from a timmask covered log. hours.

Timmask Immunity. The sporeback toad is immune Swarm. The swarm can occupy another creature's
to the effects of the timmask mushroom's spores. space and vice versa, and it can move through any
opening large enough for a Tiny creature. The
Timmask Symbiosis (Recharge 3-4). When the swarm can't regain hit points or gain temporary hit
sporeback toad takes damage, the fungi on its back points.
release a cloud of poisonous spores. Each creature
within 15 feet of it must succeed on a DC 14
Constitution saving throw or become poisoned for
Actions
1 minute. While poisoned in this way, the target is Multiattack. The swarm makes one blood drain
under the effects of a confusion spell. attack against each creature in its space
Blood Drain. Melee Weapon Attack: +7 to hit, reach
Actions 0 ft., one creature in the swarm's space. Hit: 14
Barbed Tongue. Melee Weapon Attack: +4 to hit, (4d6) piercing damage plus 15 (6d4) necrotic
reach 15 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, or 7 (2d6) piercing damage plus 7 (3d4)
damage and the target is grappled by the tongue necrotic damage if the swarm has half of its hit
(escape DC 12). The target must succeed on a DC points or fewer.
12 Strength saving throw at the end of the
sporeback's turn or be pulled 10 feet toward the
sporeback and be knocked prone. The tongue has
an AC of 8, 5 hit points, and resistance to
bludgeoning damage.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one creature. Hit: 5 (1d6 + 2) piercing damage and
the target is grappled (escape DC 12)

82
Stitched Devil
A stitched devil is a wretched abomination composed of the Stitched Devil
sewn together flesh of other devils. The first stitched devils Large fiend, lawful evil
were created by Malagard herself prior to her ascension to Armor Class. 15 (natural armor)
the throne of Malebolge as a means to make use of the Hit Points. 92 (8d10 + 48)
corpses of those devils which fell in the Blood War. Those Speed. 30 ft., climb 20 ft.
techniques have since disseminated throughout hag-kind, and
now these hideous monsters can be found all throughout the
planes in service to their sadistic mistresses. STR DEX CON INT WIS CHA
Constant Agony. A stitched devil is composed of many 21 (+5) 15 (+2) 22 (+6) 7 (-2) 15 (+2) 17 (+3)
dissimilar parts clumsily assembled into a perverse mockery
of infernal life. The final step of their creation involves Damage Resistances. acid, cold; bludgeoning,
infusing them with a fluid rendered from the larvae of Hades, piercing, and slashing damage from non-magical
a process which causes the disparate limbs of its body to fuse weapons
into one creature with a unique personality and spirit. Damage Immunities. fire, poison
However, the hodgepodge of limbs that the stitched devil is Condition Immunities. poisoned
composed of causes the creature incredible agony at all Senses. darkvision 120 ft., passive Perception
times, and that agony extends from its body into the very air Languages. Common, Infernal; telepathy 120 ft.
around it. Challenge. 7 (2,900 XP)
Bound to Serve. A stitched devil is bound to a specific hag
by means of a rune sewn into its flesh. The stitched devil will Aura of Pain. Any creature that ends its turn within
only obey orders from that specific hag and can connect to it 30 feet of the stitched devil must succeed on a DC
telepathically from anywhere in the multiverse. These fiends 14 Constitution saving throw or take 3 (1d6)
can even teleport to their mistress's side in an instant no psychic damage. Undead, constructs, and hags
matter how far away she is. As a result, these creations are ignore this effect.
highly coveted by hags. However, the expense of creating a Devil's Sight. Magical darkness doesn't impede the
stitched devil and difficulty inherent in accessing devil flesh stitched devil's darkvision.
makes them rare. Many hags will seek to slay the current
owner of a stitched devil, which renders the creature passive Innate Spellcasting. The stitched devil's innate
and unresistant, allowing them to change its ownership over spellcasting ability is Charisma (spell save DC 14,
to them. +6 to hit with spell attacks). It can innately cast the
following spells, requiring no material components:
1/day each: blight, dispel magic, grease,
phantasmal killer
Magic Resistance. The stitched devil has advantage
on saving throws against spells and other magical
effects.
Telepathic Bond. The stitched devil ignores the
range restriction on its telepathy when
communicating with the hag to which it is bound.
The two don't even need to be on the same plane
of existence..

Actions
Multiattack. The stitched devil makes three attacks:
one with its bite and two with its claws
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
one creature. Hit: 14 (2d8 + 5) piercing damage.
Claws. Melee Weapon Attack: + to hit, reach 5 ft.,
one creature. Hit: 12 (2d6 + 5) slashing damage.
Teleport. The stitched devil teleports to an
unoccupied space within 5 feet of the hag to which
it is bound. This ignores planar boundaries.

83
Styrix
The styrix is a supernatural predatory bird resembling a large Styrix
owl. Though they appear fairly mundane at first glance, they Small monstrosity, neutral evil
are both evil and vicious. They sleep hanging upside down Armor Class. 13
like bats during the day, but at night they glide silently Hit Points. 36 (8d6 + 8)
through the trees to hunt. Speed. 5 ft., fly 60 ft.
Night Hunters. Able to scatter foes with their frightful
shrieks, styrix cherish the opportunity to spread fear and
terror through a community. They prowl the night, hunting STR DEX CON INT WIS CHA
for any lone victims, and swoop down upon them, tearing 13 (+1) 16 (+3) 12 (+1) 12 (+1) 17 (+3) 14 (+2)
them with beak and claw. Though they happily eat anything
from mice to the entrails of fully grown humanoids, their Skills. Perception +5, Stealth +5
favored prey is children, and they will go out of their way to Senses. darkvision 120 ft., passive Perception 15
separate a child from its family so that it can take its time Languages. Common, Giant, Giant Owl, Sylvan
hunting it down. Challenge. 2 (450 XP)
Nursemaids. The most peculiar aspect of the biology of a
styrix is that they nurse their young, like mammals. In fact, it Dying Curse. When a styrix dies, the creature that
is believed that styrix do not lay eggs of their own, but rather dealt the killing blow must succeed on a DC 12
poach the young of real owls and nurse them on their milk, Charisma saving throw or contract its dying curse.
causing them to grow into styrix themselves. Even odder,
though, is the fact that sometimes a styrix may bond with a Flyby. The styrix doesn't provoke opportunity
human infant, nursing it with its milk during the night, attacks when it flies out of an enemy's reach
nurturing the growth of magic in the child. Children nursed Keen Hearing and Sight. The styrix has advantage on
by a styrix always show magical talent, and many are guided Wisdom (Perception) checks that rely on hearing or
by their dark nursemaids into lives of wickedness. As such, sight.
hags are particularly fond of these creatures, as they can Magic Resistance. The styrix has advantage on
nurse their daughters in their stead, ensuring strong saving throws against spells and other magical
offspring. effects.
Dying Curse. A styrix is a terrible curse upon a
community. Not only does the creature itself prey on children Actions
and livestock alike, but even killing it is a terrible task. The Multiattack. The styrix can use its Frightful Shriek if
creature that lands the killing blow on a styrix is afflicted with available. It then makes two attacks: one with its
a terrible curse. As such, many myths exist that a styrix talons and one with its beak
should only be killed by a criminal condemned to death.
Beak. Melee Weapon Attack: + to hit, reach 5 ft.,
one creature. Hit: 6 (1d6 + 3) piercing damage.
Talons. Melee Weapon Attack: + to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) slashing damage.
Frightful Shriek (1/Day). Each creature of the styrix's
choice that is within 120 feet of the styrix and can
hear it must succeed on a DC 12 Wisdom saving
throw or become frightened for 1 minute. A
creature frightened in this way must spend its
movement at the beginning of each turn moving in
a random direction. A creature can repeat the
saving throw at the end of each of its turns, ending
the effect on a success.

84
Wastrel
At first glance, a wastrel appears to be a scruffy, sickly raven
or crow. However, it is in fact the transformed soul of an
abandoned child. The sorrow and bitterness of abandoment
have transformed the poor soul into a fiendish bird which
craves to see others die just as it did.
Wasting Away. When a wastrel tastes the blood of another
creature, it creates a magical link. While this link persists,
the victim cannot recover health through normal rest and
must rely only on magical healing. Wastrels know that they
are weak on their own, and as such they prefer to dive in
quickly to taste a creature's blood, then keep their distance
while their victim slowly succumbs to the weariness of travel.

Wastrel
Tiny fiend, neutral evil

Armor Class. 13
Hit Points. 20 (8d4)
Speed. 10 ft., fly 50 ft.

STR DEX CON INT WIS CHA


2 (-4) 16 (+3) 11 (+0) 10 (+0) 12 (+1) 10 (+0)

Skills. Perception +3, Stealth +4


Senses. darkvision 30 ft., passive Perception 13
Languages. understands Common and Abyssal but
cannot speak
Challenge. 1 (200 XP)

Flyby. The wastrel doesn't provoke opportunity


attacks when it flies out of an enemy's reach
Mimicry. The wastrel can mimic simple sounds it
has heard, such as a person whispering, a baby
crying, or an animal chittering. A creature that hears
the sounds can tell they are imitations with a
successful DC 14 Wisdom (Insight) check.
Wasting. If the wastrel tastes a creature's blood,
including by making a beak attack, it forges a
supernatural link between the wastrel and the target
so long as the wastrel and the target are within 300
feet of one another. While this bond persists, the
target cannot recover hit points from completing a
long or short rest, nor can it overcome a disease
without magical aid.
If the wastrel moves more than 300 feet away from
the target or a remove curse spell is cast on the
target, this link is broken and the wastrel must taste
the creature's blood again to re-establish the bond.
The wastrel can only be linked to one creature at a
time.

Actions
Beak. Melee Weapon Attack: +5 to hit, reach 5 ft.,
one creature. Hit: 5 (1d4 + 3) piercing damage.

85
Unique Hags

H
ags can live for countless years, and over the Friends in Low Places. Baba Yaga's knowledge rarely
course of their long life their strength can comes cheap, and the price for those with power is even
grow into something gnarled and wretched, greater. However, her knowledge is invaluable, so many come
yet hard and strong as an oak. As a hag grows seeking her wisdom, even demons and devils. Her many
older and stronger, she may diverge from the deals and bartering has caused her to gain a wide variety of
others of her kind, perhaps finding ways to servants, from fiends to fey to aberrations to giants.
transform into other varieties of hags, or even Archdevils and Demon Princes alike are indebted to her, and
entirely new varieties. Thus are born hags who are like no those that would try to turn break her contracts will find that
other hag but themselves. her vengeance will be both complete and unexpected.
Unique Items. All hags accrue a variety of strange and Perhaps her most striking servant, however, is the enigmatic
loathsome objects and trinkets over the course of their lives. solar knight. His origins are a mystery. All that is known
Some of these are magical items that they discovered and about him is that he is loyal to Baba Yaga and that he exerts
kept for themselves, while others are unique items they some sort of power over the sun itself.
created themselves or bartered from another hag. Unique
hags are especially well known for specific magical items that Baba Yaga's Unique Items
they possess, such as Baba Yaga's mortal and pestle.
Baba Yaga's Mortar and Pestle
This large mortar has just enough room for a skinny Medium
Baba Yaga, Mother of All humanoid to sit in it, albeit with their knees up against their
chest.
Witches Mortar. The mortar responds to special commands issued
“She is the witch of every tale. Her grin the spark on the to it and possesses a flying speed of 90 feet.
princess' pyre, her laugh the slam of the oven door.” Pestle. The pestle is used to steer the mortar, like a boat's
rudder, and can also be used as a magical greatclub.
Stories tell in hushed tones of the terror of the countrysides:
a skeleton thin old crone who flies about in a mortar and Baba Yaga's Broom
pestle and devours children. She has the strength of an ox, This broom is made of a rude handful of straw bristles
teeth of iron, and the savage appetite of ten full grown men. crudely tied to a birch branch. Despite its appearance,
Her house dances through the forest, shrieking like the grim though, it is a powerful tool.
specter of death itself, and only obeys her commands. Brave While holding the broom with at least one hand, Baba Yaga
heroes have come to her for aid, and those who did not can cast the following spells at-will: counterspell, dispel
succumb to her appetite learned many things that they magic, gust of wind, nondetection
sought. She is Baba Yaga, and she is the oldest and most The broom has the same durability as a normal broom. If
powerful of all the hags. destroyed or lost, Baba Yaga can replace the broom after one
Why Have You Come? Baba Yaga knows more than week of dedicated work.
almost any other creature in existence, and what she doesn't
know she knows how to find out. Many come seeking her aid,
but she does not give her help to just anyone. To those who
find her, she poses the question "Why have you come?" If they
answer that they came on the behalf of another, then she
refuses to speak to them, turning them away or eating them
on the spot. However, if they refuse to give a straight answer,
she is impressed and will help them for as long as it amuses
her.
Little Grandmother. As eldest and mightiest of all hags,
Baba Yaga enjoys the privilege of the unique title of Little
Grandmother. However, the name has a strange kernel of
truth to it. For reasons unknown to all but herself, Baba Yaga
will occasionally adopt a child instead of devouring it, raising
the whelp as her own before sending them on their way.
Though filled with hardship and fear, the time these children
spend with Little Grandmother often grants them skills and
insight rarely seen in the mortal world, often becoming
adventurers. One of the most well-known of these children, in
fact, is none other than the author of the Demonomicon,
Iggwilv herself.

86
Baba Yaga's Dancing Hut Baba Yaga scolds a creature that can hear her. The
creature must perform a DC 20 Wisdom saving throw. On
The forest is still this night. In the distance, a horrible a failure, the creature is affected as if by the command
shrieking pierces the night sky and the crashing sounds of spell and it must confess something shameful about itself.
undergrowth being trampled can be heard. A figure looms out
of the dark, dancing and twirling like a drunken man, howling Regional Effects
without a mouth into the nightsky. It is a cottage, ramshackle The region containing Baba Yaga's lair is warped by her
and hideous with but one door, spinning about on a pair of presence, which creates one or more of the following effects:
massive chicken legs that trample bushes in its path. This is Animals are more wary and nervous than usual within 5
Baba Yaga's dancing hut miles of the dancing hut, hinting at the presence of an
Spinning and Dancing. Baba Yaga likes to stay mobile, especially dangerous being.
hence why she saw it prudent to create a home with a pair of Skulls stuck on sticks may occasionally be encountered
chicken legs, so that she might travel the worlds freely. She within 5 miles of the dancing hut . These skulls may talk
may settle in a single spot for weeks, months, or even years at to the players, attack them (using the statistics for a
a time, marking her territory with leering skulls on pikes and flameskull with a speed of 0 ft.) or simply be mundane
twitching scarecrows, to discourage casual visits, but skulls.
eventually she will uproot her home to send it dancing Evidence of covered tracks crisscross the forest floor
through the forests and fields once again. within 5 miles of the dancing hut, caused by Baba Yaga
Little Hut, Little Hut. Baba Yaga's hut obeys her without sweeping away her tracks as she traverses her realm.
question, but it can be tricked. When she is out on business, While within 5 miles of the dancing hut, the Solar Knight
she leaves her hut with its door turned towards a cliff or an (detailed later) can use an action to change the time of day.
impassable thicket. However, if a clever adventurer does their This change lasts for up to 8 hours and only applies to the
research, they'll learn the passphrase: Little hut, little hut, area within a 5 mile radius surrounding Baba Yaga's
turn your door to me! Upon saying that, the hut will rise up on dancing hut.
its massive legs and turn to face the speaker, granting them
access. The Solar Knight
Bigger on the Inside. Though it appears to be a modest
hut from the outside, on the inside the dancing hut contains If you approach Baba Yaga's home, you will encounter a
nearly infinite space. There are kitchens, slave quarters, bright figure in shining white armor astride a glorious white
bedrooms for guests, stables for her livestock, cellars, and horse at dawn. At noon, you will meet a fantastic figure in
larders, all within a mere 20' wide house. The mad dancing rich red armor astride a magnificent red horse. At dusk, you
of the house disturbs the insides little, if at all. And will encounter a somber figure in deep black armor astride a
somewhere within the dancing hut is a room that contains its sinister black horse.
beating heart, the source of the enchantment that gives it life. White Dawn, Red Noon, Black Dusk. It is unclear
Powers. Once per day each, the dancing hut can cast plane whether there are three solar knights who patrol Baba Yaga's
shift, transporting itself and all of its contents to the target realm or just one whose appearance changes with the day.
plane. In order to do this, the necessary material components Considering the subjective nature of the Feywild, it could very
for the spell must be in the hut itself. easily be both. Or perhaps that's the wrong question entirely.
The Dancing Hut acts as Baba Yaga's Lair. While within The only thing known for certain is that the solar knight
her Dancing Hut, Baba Yaga recovers 15 hit points at the belongs to Baba Yaga, body and soul.
beginning of her turn instead of 5 and can use her Legendary Fallen but Proud. The solar knight was once a celestial,
Resistance an additional 2 times per day. If Baba Yaga is rumored to have been a guardian of the sun itself. How it
encountered in her Dancing Hut, she has a challenge rating came to serve Baba Yaga is a mystery, but an even greater
of 25 (75,000 XP). mystery is why it does so without qualm. A being without
malice in its blood, the solar knight is far more likely to
Lair Actions engage in conversation with a stranger than it is to attack on
On initiative count 20 (losing initiative ties), Baba Yaga takes sight, and it always shows the utmost courtesy when doing
a lair action to cause one of the following effects; Baba Yaga so. However, it is unswervingly loyal to Baba Yaga and will
can't use the same effect two turns in a row brook no insult to her or her name, and will challenge those
who speak ill of his lady to a duel.
Up to 4 Medium or smaller objects that Baba Yaga can see
animate, either as if with the animate objects spell or by
using statistics for animated objects given in the Monster
Manual. These objects roll their own initiative and attack
any creatures hostile to Baba Yaga. Up to 8 objects can be
animated at a time by this effect.
One creature that Baba Yaga can see must succeed on a
DC 22 Wisdom saving throw or be polymorphed into a
beast with a CR of 1 or less until initiative count 20 of the
next turn. The creature gains the statistics of the new
form, but retains its Intelligence, Wisdom, and alignment.
If the creature new form is reduced to 0 hit points, it
regains its true form and any excess damage carries over.

87
Baba Yaga Magic Weapons. Baba Yaga's weapon attacks are
magical.
Medium fey, chaotic evil
Regeneration. Baba Yaga regains 5 hit points at the start
Armor Class. 19 (natural armor) of her turn
Hit Points. 210 (20d8 + 120)
Speed. 30 ft Witch's Cleverness. When Baba Yaga must make a
Wisdom saving throw, she automatically succeeds the
saving throw if the DC for the save is equal to or lower
STR DEX CON INT WIS CHA than her Wisdom score. She performs Wisdom saving
throws to end conditions at the beginning of her turn
22 (+6) 14 (+2) 23 (+6) 28 (+9) 21 (+5) 23 (+6) rather than at the end of it. Additionally, she has
advantage on all Intelligence (Arcana) and Wisdom
Saving Throws: Str +13, Con +13, Wis +13 (Insight) checks.
Skills. Arcana +16, Athletics +13, Deception +13,
History +16, Insight +12, Intimidation + 13, Nature Actions
+16, Perception +12, Persuasion +13, Religion +16
Damage Immunities. fire, poison, psychic; bludgeoning, Multiattack. Baba Yaga can use her Cackle if available.
piercing, and slashing damage from non-magical She then make three attacks: two attacks with her
weapons claws and one with her bite
Condition Immunities. charmed, frightened, poisoned Bite. Melee Weapon Attack: + 13 to hit, reach 5 ft., one
Senses. truesight 120 ft., passive Perception 22 creature. Hit: 13 (2d6 + 6) slashing damage.
Languages. all
Challenge. 23 (50,000 XP) Claw. Melee Weapon Attack: + 13 to hit, reach 5 ft.,
one creature. Hit: 15 (2d8 + 6) slashing damage. If
Horrific Appearance. Whenever a creature that can see Baba Yaga hits the same creature with two consecutive
Baba Yaga starts its turn within 60 feet of her, she can claw attacks, that creature is grappled (escape DC 21).
choose to force it to succeed on a DC 22 Wisdom While grappling a creature, Baba Yaga can only make
saving throw if she is aware of it. On a failure, the weapon attacks against that creature.
creature is frightened of Baba Yaga until the beginning Cackle (Recharge 5-6). Each creature of Baba Yaga's
of its next turn. choice that is within 120 of her and can hear her must
make a DC 21 Wisdom saving throw. On a failure the
Unless the target is surprised, the target can avert its creature takes 38 (8d8) psychic damage and is under
eyes until the beginning of its next turn. A creature that the effects of the confusion spell for one minute. On a
averts its eyes has disadvantage on attack rolls against success, the creature takes half that damage and
Baba Yaga. suffers no additional effects. A creature can repeat the
Innate Spellcasting. Baba Yaga's innate spellcasting saving throw at the end of each of its turns, ending the
ability is Charisma (spell save DC 21 +13 to hit with effect on a success.
spell attacks). She can innately cast the following
spells, requiring no material components: Legendary Actions
At will: alter self, blight, detect magic, major image, ray Baba Yaga can take 3 legendary actions, choosing from
of enfeeblement, stinking cloud the options below. Only one legendary action option
can be used at a time and only at the end of another
3/day each: true polymorph creature's turn. Baba Yaga regains spent legendary
1/day each: bestow curse (9th level), power word kill actions at the start of her turn.
Nose for Blood. Baba Yaga has advantage on Wisdom Attack. Baba Yaga makes one bite or claw attack
(Perception) checks that rely on smell. Additionally, if
she smells a humanoid she can determine their Crushing Grasp (Costs 2 Actions). A creature that Baba
nationality and bloodline. Yaga is grappling must succeed on a DC 21 Strength
saving throw or take 22 (3d10 + 6) bludgeoning
If a creature has blood, then Baba Yaga's melee attacks damage. On a success, the target escapes the grapple.
have advantage on it if it has unhealed slashing,
piercing, or fire damage. Evil Eye (Costs 2 Actions). Baba Yaga targets one
creature frightened by her that she can see. If the
Legendary Resistance (3/Day). If Baba Yaga fails a saving target can see her, it must succeed on a DC 21
throw, she can choose to succeed instead Charisma saving throw or take 22 (4d10) necrotic
Magic Resistance. Baba Yaga has advantage on saving damage and be under the effects of a bestow curse
throws against spells and other magical effects. spell for 1d4 rounds.

88
Baba Yaga's Dancing Solar Knight
Medium celestial, neutral
Hut
Gargantuan construct, neutral Armor Class. 18 (plate) or 20 (plate and shield,
cannot be wielding two handed weapons)
Armor Class. 16 (natural armor) Hit Points. 120 (16d8 + 48)
Hit Points. 297 (18d20 + 108) Speed. 30 ft.
Speed. 50 ft.

STR DEX CON INT WIS CHA


STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 16 (+3) 10 (+0) 14 (+2) 14 (+2)
27 (+8) 7 (-2) 22 (+6) 7 (-2) 6 (-2) 4 (-3)
Saving Throws: Str +9, Con +7, Wis +6
Saving Throws: Str +13, Con +11, Wis +3 Skills. Animal Handling +6, Athletics +9,
Damage Immunities. poison, psychic Intimidation +6, Perception +6, Survival +6
Condition Immunities. blinded, charmed, deafened, Damage Resistances. fire; bludgeoning, piercing, and
exhaustion, frightened, paralyzed, petrified, slashing damage from non-magical weapons
poisoned, prone Condition Immunities. blinded, charmed, frightened,
Senses. blindsight 120 ft. (blind beyond this radius), grappled, paralyzed, restrained
passive Perception 8 Senses. darkvision 60 ft., passive Perception 16
Languages. understands Common and Sylvan but Languages. Abyssal, Celestial, Common, Giant,
cannot speak Infernal, Sylvan
Challenge. 16 (15,000 XP) Challenge. 12 (8,400 XP)

Antimagic Susceptibility. The dancing hut is Charge. If the solar knight moves at least 20 feet in
incapacitated while its heart is in the area of an a straight line toward a target while mounted on a
antimagic field. If its heart is targeted by dispel creature with a speed of 40 feet or more and then
magic, the hut must succeed on a Constitution hits the target with a lance attack on the same turn,
saving throw against the caster's spell save DC or the target takes an extra 11 (2d10) piercing
fall unconscious for 1 minute. damage. Is the target is a creature, it must also
succeed on a DC 17 Strength saving throw or be
Siege Monster. The dancing hut deals double knocked prone.
damage to objects, structures, and inanimate plant
life. Daylight Step. The solar knight ignores difficult
terrain.
Actions Legendary Resistance (2/Day). If the solar knight fails
Multiattack. The hut makes three Stomp attacks a saving throw, it can choose to succeed instead
Stomp. Melee Weapon Attack: +13 to hit, reach 10 Magic Resistance. The solar knight has advantage on
ft., one creature. Hit: 30 (4d10 + 8) bludgeoning saving throws against spells and other magical
damage effects.
Magic Weapons. The solar knight's weapon attacks
Legendary Actions are magical.
The dancing hut can take 2 legendary actions, Sun's Breath. The solar knight makes saving throws
choosing from the options below. Only one to end ongoing effects on itself at the beginning of
legendary action option can be used at a time and its turn rather than at the end
only at the end of another creature's turn. The
dancing hut regains spent legendary actions at the
start of its turn.
Actions
Multiattack. The solar knight makes three
Escape. The dancing hut makes one saving throw to greatsword attacks or two lance attacks
end one effect on it.
Greatsword. Melee Weapon Attack: +9 to hit, reach
Shriek (Costs 2 Actions). The dancing hut releases a 5 ft., one creature. Hit: 12 (2d6 + 5) slashing
god awful shriek. Any creature within 60 feet of it damage plus 13 (3d8) radiant damage
that can hear it must succeed on a DC 15
Constitution saving throw or be stunned until the Lance. Melee Weapon Attack: +9 to hit, reach 10 ft.,
end of its next turn. one creature. Hit: 12 (2d6 + 5) slashing damage
plus 13 (3d8) radiant damage. This weapon has
disadvantage on attacks made against targets
within 5 feet of the solar knight. It can only wield
this weapon one handed while mounted.

89
empowered the hand to channel his profane magic. While
Black Agga, the Voice of this hand is attached to her, it acts as a spell focus and
possesses the power of a +2 rod of the pact keeper. As an
Vaprak action, Black Agga can regain 1 warlock spell slot. She can't
“There is power in hunger, my child. The teeth, the tongue, use this property again until she finishes a long rest. Because
the blood, they speak the words of strength. Embrace the the Black Hand is mummified, it does not die if separated
hunger, dearie." from Black Agga as her other grafted limbs do, but it does
become non-magical so long as it is out of Black Agga's
Black Agga is an annis hag who has become so much more possession. The Black Hand otherwise acts as a normal
than her origins. Once she served her mother's coven, hand.
kowtowing to the harridan's tyrannical whims. However, she
heard the voice of Vaprak in the spilling of entrails and the rip The Eye of the Destroyer
of teeth through flesh. Through perverse auguries she This broad, shallow bowl is made of cold iron and carved
learned to contact that god of violence, and he granted her with intricate runes and depictions of cannibalism. If filled
power in exchange for her service, which she gladly gave. She with water darkened by the blood of a sentient creature, this
murdered her mother and devoured her flesh in the honor of bowl serves as the focus for a scrying spell, which Black Agga
the Destroyer, and from that point on she became the Voice casts by performing a 1 hour ritual. This spell can only target
of Vaprak. a shrine to Vaprak that contains one of Black Agga's iron
Mouth of the Destroyer. Black Agga has fully embraced tokens, and she can only cast the spell in this way once per
Vaprak's philosophy of strength and hunger. She roams far day. The sensor of this spell is centered on the iron token
and wide across the world, seeking out tribes of trolls, ogres, itself. If the iron token is removed from the shrine, it cannot
orcs, frost giants, and other brutal folk to spread his be targeted by this effect until returned.
cannibalistic gospel. As part of her devotion to the Destroyer,
she consumes the flesh of trolls, his most favored children. The Guts of Greatness
She has been feeding on the flesh of trolls for so long that her The stomach to make this tool of darkest alchemy was taken
flesh has attained the regenerative properties of that foul race from the belly of a child. Black Agga can use it to brew a
of giants variety of foul potions.
Flesh of Victory. Her body is composed of trophies taken Vaprak's Belch. When fed to a troll, it causes the troll to
from some of her most impressive victories, including the become a ticking time bomb. The stomach of the troll
wings of a black dragon that she slaughtered with her bare becomes swollen and hot to the touch, and smoke continually
hands and the venomous jaw of a mighty pit fiend. Both of her streams out of its mouth and nostrils. When the troll dies or
grafted troll arms are taken from troll chieftains who have takes at least 7 points of fire damage on a turn, it explodes in
dared to stand against her. Because of the numerous flesh a burst of fire. Each creature within 5 ft. of it must make a DC
grafts, Black Agga must frequently ingest a number of 11 Dexterity saving throw, taking 27 (6d8) fire damage on a
potions in order to maintain control over her body. failed save, or half as much damage on a successful one. This
Congregation of Hunger. Her most loyal servants are the increases its CR to 6 (2,300 XP). If the troll does not die in
trolls of the Gutgnaw tribe, who reside deep within the chill battle, then it dies 24 hours after consuming the potion.
depths of the Frostrot Marsh, where they maintain one of the Vaprak's Blood. Once ingested, the imbiber is gripped by
only permanent shrines to Vaprak in the multiverse. Though incandescent rage for 1 minute. During this time, the
she is rarely with the tribe, she is able to keep tabs on the creature must use its action and movement on each of its
shrine by use of her iron token, and she uses her magic to turns to move as close to the nearest living creature and
awe and terrify these superstitious brutes when she visists attack it, with a preference for creatures that are not
them. The warriors from the Gutgnaw tribe are infamous worshipers of Vaprak. If no creature is near enough to move
among the giantkin as being the most savage and cunning of to and attack, the imbiber attacks an object, with preference
all trolls, and the current chieftain of is a fanatically devout for an object smaller than itself. The imbiber is also resistant
worshiper of Vaprak. As a sign of Vaprak's favor, he bears the to bludgeoning, piercing, and slashing damage and immune
grafted right arm of the dire troll chieftain from whom he to being stunned and knocked unconscious. Once the potion's
wrested control of the tribe. effect ends, the creature gains one level of exhaustion.
Vaprak's Spittle. This potion is a crucial step in
Black Agga's Unique Items determining the will of Vaprak. Once completed, Black Agga
Black Hand
adds this potion to a cauldron containing a severed humanoid
Black Agga has replaced her right forearm with the black, head, then boils the head. When the head has been cooked
mummified forearm of her mother, which she calls the Black enough that the flesh sloughs off it, Black Agga can then
Hand. As part of her oath of service to Vaprak, she murdered crush the skull on the ground in order to cast augury. The
her mother and devoured her flesh. As a reward, Vaprak question for the spell must be posed before she begins
brewing the potion.

90
Black Agga Keen Smell. Black Agga has advantage on Wisdom
(Perception) checks that rely on smell.
Medium fey, chaotic evil
Legendary Resistance (3/Day). If Black Agga fails a
Armor Class. 16 (natural armor) saving throw, she can choose to succeed instead
Hit Points. 142 (19d10 + 38)
Speed. 40 ft., fly 80 ft Magic Resistance. Black Agga has advantage on saving
throws against spells and other magical effects
Trollish Regeneration. Black Agga regains 10 hit points
STR DEX CON INT WIS CHA at the start of her turn. If Black Agga takes acid or fire
23 (+6) 11 (+0) 15 (+2) 14 (+2) 16 (+3) 17 (+3) damage, this trait doesnt function at the start of her
next turn. Black Agga dies only if she starts her turn
Saving Throws: Str +11, Con +7 with 0 hit points and doesnt regenerate.
Skills. Athletics +11, Intimidation +8, Perception + 9
Damage Resistances. cold; bludgeoning, piercing, and Actions
slashing damage from non-magical weapons Multiattack. Black Agga makes three attacks: one with
Senses. darkvision 60 ft., passive Perception 19 her bite and two with her claws. She cannot make a
Languages. Abyssal, Common, Draconic, Giant, Orcish claw attack with the same claw twice in one round.
Challenge. 15 (13,000 XP)
Bite. Melee Weapon Attack: +12 to hit, reach 5 ft., one
Grafted Body Parts. Black Agga has grafted a number of target. Hit: 22 (4d6 + 8) piercing damage. The target
body parts onto herself. If these limbs are severed, they must succeed on a DC 21 Constitution saving throw or
do not grow back, though they can still be reattached. become poisoned. While poisoned in this way, the
target can't regain hit points, and it takes 21 (6d6)
Two troll arms are attached to her body in addition poison damage at the start of each of its turns. The
to her own two arms, giving her four arms total. poisoned target can repeat the saving throw at the end
These arms make attack and damage rolls with a of each of its turns, ending the effect on itself on a
Strength of 18 (+4). These grafted arms are capable success.
of providing somatic components for spells. Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one
The jaw of a pit fiend, which has replaced Agga's creature. Hit: 16 (3d6 + 6) slashing damage
own jaw. The jaw makes deals damage with a
Strength of 26 (+8) and possess the venomous Grafted Claw. Melee Weapon Attack: +10 to hit, reach 5
qualities of a pit fiend. ft., one creature. Hit: 11 (2d6 + 4) slashing damage
The wings of a young black dragon, which grant her a Crushing Hug. Melee Weapon Attack: +10 to hit, reach
flying speed of 80 ft. 5 ft., one target. Hit: 37 (9d6 + 6) bludgeoning
Black Agga's right forearm has been replaced with damage, and the target is grappled (escape DC 20) if it
the Black Hand (detailed earlier). is a Large or smaller creature. Until the grapple ends,
the target takes 37 (9d6 + 6) bludgeoning damage at
Innate Spellcasting. Black Agga s innate spellcasting
the start of each of Black Aggas turns. While grappling
ability is Charisma (spell save DC 16). She can innately
a creature in this way, Black Agga cannot make attacks
cast the following spells, requiring no material
with her natural claws. If one or both of her natural
components:
arms have been severed, Black Agga can use one or
3/day each: disguise self (including the form of a both of her grafted limbs to make the attack, reducing
Medium humanoid with only two arms), fog cloud the damage dealt to 25 (6d6 +4) bludgeoning damage
and the escape DC to 18.
Spellcasting. Black Agga is a l7th-level spellcaster. Her
spellcasting ability is Charisma (spell save DC 18, +10 Legendary Actions
to hit with spell attacks, or DC 16 and +8 without her
Black Hand). She regains her expended spell slots Black Agga can take 3 legendary actions, choosing
when she finishes a short or long rest. She knows the from the options below. Only one legendary action
following warlock spells: option can be used at a time and only at the end of
another creature's turn. Black Agga regains spent
Cantrips (at will): create bonfire, eldritch blast (1d10 + legendary actions at the start of her turn.
3 , range 300 ft), friends, mage hand, poison spray,
prestidigitation, true strike Claw. Black Agga makes one claw attack. She cannot
make a claw attack with the same claw twice in one
1st-5th level (4 5th-level slots): blindndess/deafness,
round.
contact another plane, crown of madness, dream,
enthrall, fear, hallow, hex, suggestion Regrow Limb (Costs 2 Actions). If one of Black Aggas
natural limbs has been severed, she can regrow the
At will: alter self, detect magic, silent image, speak with
limb, causing the severed limb to wither and die. She
dead
cannot use this action if she has taken fire or acid
1/day each: dominate monster, finger of death, mass damage since her last turn.
suggestion, true polymorph

91
Black Aggas Lair
Black Agga prefers to lair deep within caves where she Loathsome Limbs.
practices her dark magic and surrounds herself with loyal Black Agga's trollish appetite has given her limbs
worshipers of Vaprak. These caves are littered with the bones the same repulsive form of self locomotion as
and viscera of countless victims, and the air is thick with the those of a troll. Because of her flesh grafting, these
otherworldly reek of the Abyss. express themselves somewhat differently from
If Black Agga is encountered in her lair, she has a trolls. Whenever Black Agga takes at least 15
challenge rating of 18 (22,000 XP). slashing damage at one time, roll a d20 to
determine what else happens to her:
Lair Actions 1-10: Nothing else happens.
On initiative count 20 (losing initiative ties), Black Agga takes 11-13: One leg is severed from Black Agga if she
a lair action to cause one of the following effects; Black Agga has any legs left.
14-16: One arm is severed from Black Agga if
can't use the same effect two turns in a row she has any arms left.
Black Agga imbues one creature that she can that 17-18: One wing is severed from Black Agga if
worships Vaprak with the rage of the Destroyer and she has any wings left.
directs it to use its reaction to make one melee attack. The 19-20: Black Agga is decapitated, but Black Agga
rage lasts for 1 minutes or until the creature is dies only if her body is reduced to 0 hit points and
is unable to regenerate.
incapacitated or Black Agga uses this Lair Action on a
different creature. While raging, the creature has Black Agga can reattach one limb on her turn as a
advantage on Strength checks and Strength saving bonus action if she has not taken acid or fire
throws, it gains a +4 bonus to its damage rolls, and it has damage since her last turn. If Black Agga finishes a
resistance to bludgeoning, piercing, and slashing damage. short or long rest without reattaching a severed
Black Agga empowers all creatures within her lair that limb or head, the part regrows, except for her
worship Vaprak with the hunger of the Destroyer. Until grafted limbs. At that point, the severed part dies.
initiative count 20 of the following round, a creature that Until then, a severed part acts on Black Agga s
worships Vaprak can make a bite attack as a bonus action initiative and has its own action and movement. A
on its turn. If the creature does not have a bite attack, it severed part has AC 13, 10 hit points, and Black
uses 1d4 if it is Small, 1d4 + its Strength modifier if it is Aggas Regeneration trait.
A severed leg is unable to attack and has a speed
Medium, 1d6 + its Strength modifier if it is Large, 2d6 + of 5 feet.
its Strength modifier if it is Huge, and 3d6 + its Strength A severed arm has a speed of 5 feet and can
modifier if it is Gargantuan. The creature recovers hit make one claw attack on its turn, with disadvantage
points equal to the piercing damage the bite attack deals. on the attack roll unless Black Agga can see the
Black Agga afflicts all creatures within her lair that arm and its target. Each time Black Agga loses an
worship Vaprak with the terror of the Destroyer. When a arm, she loses a claw attack. Black Agga must have
creature that worships Vaprak makes a successful melee at least two arms in order to use her Crushing Hug
attack against a creature that does not worship Vaprak, action
the target must succeed on a DC 16 Wisdom saving throw A severed wing is unable to attack, has a speed
or be stunned by terror until the end of its next turn. of 5 feet, and attempts to escape Black Agga.
If her head is severed, Black Agga loses her bite
Regional Effects attack and her body is blinded unless the head can
The region within 1 mile of Black Aggas lair is warped by her see it. The severed head has a speed of 0 feet and
magic, which creates one or more of the following effects: Black Aggas Keen Smell trait. It can make a bite
attack but only against a target in its space.
Beasts and monstrosities in the area are unnaturally Black Agga cannot fly if she is missing a wing.
aggressive and will attack without warning or provocation. Black Aggas walking speed is halved if shes
Occasionally, the smell of sulfur and rotten meat fills the missing a leg and doesn't have at least one wing. If
air for a few moments. she loses both legs and cannot fly, she falls prone.
If she has at least two arms, she can crawl. With
When Black Agga dies or leaves the area, these effect fades only one arm, she can still crawl, but her speed is
after 1d6 days. halved. With no arms, legs, or wings, her speed is
0, and she cant benefit from bonuses to speed.

92
Dark Moon Cauldron
Cegilune, the Moon Crone As an action, Cegilune can conjure her cauldron from an
“The moons of the multiverse see all the secrets of the night, extra dimensional space within 5 feet of her, or return it back
and I know all that the moon sees. You believe you can best to its extra dimensional space. The pot levitates 2 feet off the
me, child?” ground and follows Cegilune at a speed of 5 feet per round. If
the pot is more than 5 feet above the ground, it descends at a
The night hags range far and wide across both the Lower rate of 30 feet per round until it reaches 2 feet above the
Planes and the mortal realms. They control the larvae trade, ground. If the pot moves more than 30 feet away from
one of the most important resources in the Lower Planes. Cegilune, it is automatically dismissed into its extra
Though each hag serves only herself, all night hags must dimensional space. The cauldron is always boiling hot and
grudgingly acknowledge the rulership of Cegilune, whose causes 5 (1d10) fire damage to any creature that touches it
power and cunning has secured night hags' unchallenged other than Cegilune. As an action, Cegilune can speak a
control of such a valuable commodity. command to cause all non-living matter in the cauldron to
Lady of Rumors. No one truly knows the origins of disappear or to cause the cauldron to fill with water.
Cegilune, as she keeps herself shrouded in mystery. Many Scrying. Three times per day, Cegilune can use the
believe that Cegilune is Titania's twin sister, and that her envy cauldron to cast scrying, with the cauldron acting as the
of the Summer Queen drove her to travel to Hades where she material component. While Cegilune is casting scrying with
was corrupted by its miserable influence. Others say that she her cauldron, she cannot take Cauldron Actions. Cegilune
was the first of the night hags, banished from the Feywild for can use scrying to target any plane of existence on which one
unspeakable sins, and that she was among the coven of night of her soul-gems is located (see Soul-Gems later), in addition
hags who created the yuggoloth race. However, it is unclear to whatever plane of existence she currently occupies.
whether she was ever a night hag to begin with.
Soul-Gems. Cegilune protects her essence in nine soul- Cauldron Actions
gems, which are well hidden and protected across the planes. On initiative count 20 (losing initiative ties), Cegilune can
So long as these gems remain intact, Cegilune cannot be perform a Cauldron Action by tossing a selection of
killed. However, the strain on her essence causes her intense ingredients into the cauldron. Cegilune can't use the same
hunger. In fact, it is believed that it was the act of dividing her effect two turns in a row and must be within 5 feet of the
essence between so many gems that turned her into the cauldron and be in possession of her Bag of Black Beads.
wretched, shriveled creature she is today. Cauldron actions can take on one of the following effects;
Potions Master. Cegilune possesses a mastery of alchemy
unmatched in hag kind. She has developed a myriad of Foul Plague. The cauldron regurgitates one of the
potions, many of which only she knows the ingredients for following: 2d4 swarms of insects, 1d2 swarms of
poisonous snakes, or 2d8 swarms of rats. The swarms
Cegilune's Unique Items appear in spaces within 10 feet of Cegilune and obey her
commands. The swarms remain for 1 hour or until they
Bag of Black Beads die or Cegilune uses this action again. The creatures in
Cegilune carries a beaded bag that she keeps important tools the swarms are fiends rather than beasts. When a
and ingredients inside of. The bag contains the ingredients creature takes damage from the bites or stings of a
for Cegilune's potions and possesses the following qualities. swarm, it must succeed on a DC 13 Constitution saving
Bag of Holding. The bag is a bag of holding. However, if throw or contract Sewer Plague, with the symptoms
any creature that is not Cegilune attempts to remove the manifesting the following round
contents of the bag, the bag functions as a bag of devouring. Venom Belch. The cauldron belches poisonous vapor,
The souls of creatures devoured by the bag are transformed which fills the air within a 20 foot radius of the cauldron
into larvae and sent to Cegilune's lair. and lightly obscures the area. The first time a creature
Hag Eyes. The bag contains 2d10 hag eyes. While on the starts its turn within the vapor must succeed on a DC 13
same plane of existence of a hag eye, Cegilune can take an Constitution saving throw or be subjected to a single dose
action to see what the hag eye sees. A hag eye has AC 10, 1 of a poison with a value of 500 gp or less per dose
hit point, and darkvision with a radius of 120 feet. If a hag eye (regardless of whether it is an inhaled poison, an injury
is destroyed, Cegilune takes 3d10 psychic damage and is poison, or an ingested poison). Once a creature has made
blinded for 1 hour. its first save against a specific poison, it is immune to that
Strange Magic. The bag contains weird magic objects: poison as produced by the cauldron for 24 hours. The
1d2 Type F, 1d4 Type B, and 2d6 + 1 Type B. vapor remains for 1d4 rounds or until dispersed by a
strong wind.
Slimegorge. The cauldron boils over with revolting tar,
which spreads out from the cauldron in a 15 foot radius.
The ground becomes difficult terrain for all creatures
except Cegilune for 1d4 rounds, after which the tar dries
up and turns to dust

93
Hickory Switch Soul-Gems
This +1 quarterstaff is pitted with rot and crawling with Cegilune's soul-gems are scattered across the planes, well
insects, and Cegilune uses it to stir her cauldron. The hidden and well protected with spells and monsters. These
Hickory Switch also functions as a broom of flying and a staff places become rife with dark magic, attracting foul cults,
of swarming insects, except it does not have a chance of wretched undead, and hag covens, many of which do not even
being destroyed when it expends its last charge. realize that they are being drawn there by an otherworldly
Curse. The hickory switch is cursed, and if a creature that force. Some of these gems are protected by Cegilune's
is not Cegilune attunes to the Hickory Switch, the curse is servants, but she trusts no one, so none of these servants
extended to it. As long as a creature remains cursed, it is know the true nature of what they guard.
unwilling to part with the hickory switch, keeping it on their A soul-gem is about the size of a human fist and glimmers
person at all times. Additionally, the cursed creature is with a sinister intelligence. It can be used as a spellcasting
afflicted by a major detrimental property focus, granting a +2 bonus to all spell attack rolls and spell
Cegilune's Lair save DCs, but the user is gradually corrupted by Cegilune's
influence, gaining minor detrimental properties and gradually
Cegilune resides on the third layer of Hades, in a cave becoming neutral evil and gaining one or more Flaws of
halfway up a mountain rising from the vast, bleak swamp of Cegilune. The gem has an AC of 5, 1 hit point, and immunity
Hagsend. The cave is littered with the bones of her victims. to acid, cold, fire, poison, psychic, and bludgeoning, piercing,
The main cavern has a high ceiling, and levitating 20 feet up and slashing damage from non-magical weapons that aren't
in the air is a large crystal that resembles a moon silvered.
Regional Effects Regional Effects
The region of Hagsend is warped by Cegilune's magic, which The area within 1 mile of one of Cegilune's soul-gems is
creates the following effects: warped by Cegilune's essence, which creates the following
The saving throw to resist the Vile Transformation trait of effects:
Hades is increased to DC 21. Snakes, rats, and insects are common in the area and are
Whenever a potion is consumed in the area, there is a unnaturally aggressive. Additionally, creatures associated
50% chance that the creature that consumed the potion with those animals such as yuan-ti, xvarts, and chasme are
also contracts a major detrimental property for the attracted to these areas, though they will not understand
duration of the potion's effect (or for 1 minute if the why they are attracted to these areas.
potion's effect is instantaneous). Whenever a potion is consumed in the area, there is a
Jealousy and bitterness are a palpable poison in the air. If 50% chance that the creature that consumed the potion
a humanoid completes a long rest within Hagsend, it must also contracts a minor detrimental property for the
succeed on a DC 21 Charisma saving throw or be afflicted duration of the potion's effect (or for 1 minute if the
with a flaw of Cegilune. The creature must repeat this potion's effect is instantaneous).
saving throw after spending 1 hour within 1 mile of Thoughts of bitterness and jealousy are enhanced in the
Cegilune's lair. area. Small grievances fester and stew in the hearts of
those who live there, and minor slights turn into long held
Flaws of Cegilune grudges.
d6 Flaw
1 "People don't love me. They just claim to care about
When the soul-gem is destroyed, these effect fades after
me to bring my guard down." 2d6 days.
2 "Small insults stick in my mind and fester into thick
resentment."
3 "I use lies and deception to manipulate the people I
care about into staying."
4 "I constantly belittle those I care about to make sure
they know that I don't need them."
5 "My envy of others is suffocating. If someone has
something I want, I can't rest until I have it."
6 "If I notice a sign of weakness in someone, I jump on it
immediately."

94
Cegilune Claws. Melee Weapon Attack: +10 to hit, reach 5 ft.,
one creature. Hit: 13 (2d8 + 4) slashing damage. If
Medium fiend, neutral evil
Cegilune hits a target with two claw attacks in the same
Armor Class. 17 (natural armor) turn, that creature is grappled (escape DC 18).
Hit Points. 161 (19d8 + 76) Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
Speed. 30 ft. creature. Hit: 13 (2d8 + 4) piercing damage. This
attack has advantage if the target is grappled or
restrained by Cegilune.
STR DEX CON INT WIS CHA
Hickory Switch (Quarterstaff). Melee Weapon Attack:
19 (+4) 15 (+2) 18 (+4) 20 (+5) 18 (+4) 21 (+5) +11 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5)
bludgeoning damage. If Cegilune used a Cauldron
Saving Throws: Str +10, Int +11, Wis +10 Action this round, the attack also has an effect related
Skills. Arcana +11, Deception +11, Insight +10, to that action:
Perception +10, Persuasion +11, Stealth + 8
Damage Resistances. acid, cold; bludgeoning, piercing, Foul Plague. The target begins to emit a foul smell for
and slashing damage from non-magical weapons minute. While emitting this smell, attack rolls made
Damage Immunities. poison by snakes, insects, and rats against the target have
Condition Immunities. charmed, frightened, poisoned advantage.
Senses. truesight 120 ft., passive Perception Venom Belch. The target takes an additional 10 (3d6)
Languages. all poison damage.
Challenge. 19 (22,000 XP) Slimegorge. The target becomes sticky and has
disadvantage on rolls to resist or escape the
grappled or restrained condition for 1 minute.
Innate Spellcasting. Cegilunes innate spellcasting ability
is Charisma (spell save DC 21, +11 to hit with spell Shriek (1/Day). Cegilune releases a horrifying shriek.
attacks). She can innately cast the following spells, This shriek has no effect on constructs, undead, fiends,
requiring no material components: and hags. All other creatures within 30 feet of her that
can hear her must make a DC 21 Intelligence saving
At will: alter self, bestow curse, detect evil and good, throw. The creature takes 65 (10d12) psychic damage
detect magic, magic missile, moonbeam, telekinesis on a failure or half as much on a success. Targets
3/day each: forcecage, plane shift illuminated by moonlight have disadvantage on this
saving throw. Additionally, on a failed save, the creature
1/day each: eyebite, true polymorph is driven insane for 1 minute. An insane creature can't
Legendary Resistance (3/Day). If Cegilune fails a saving take actions, can't understand what other creatures say,
throw, she can choose to succeed instead can't read, and speaks only in gibberish. The DM
controls its movement, which is erratic.
Magic Resistance. Cegilune has advantage on saving
throws against spells and other magical effects.
Legendary Actions
Soul-gem Contingencies. Cegilune's essence has been
preserved and protected within nine soul-gems. So Cegilune can take 3 legendary actions, choosing from
long as at least one of these soul-gems remain intact, the options below. Only one legendary action option
Cegilune's hit points cannot be lowered below 1. can be used at a time and only at the end of another
creature's turn. Cegilune regains spent legendary
Actions actions at the start of her turn.
Multiattack. Cegilune makes three melee attacks: two Attack. Cegilune makes one melee weapon attack.
with her claws and one with her bite. She can replace Witchcraft. Cegilune casts one of of her at will spells.
one of her claw attacks with a Hickory Switch attack.
Teleport. Cegilune magically teleports, along with any
equipment she is wearing or carrying, up to 120 feet to
an unoccupied space she can see.

95
Yaya Zhelamiss
This night hag is the right hand hag to Lady Cegilune. She Special Equipment
travels to all the various covens of the Lower Planes, visiting As the favored emissary of Cegilune, Zhelamiss has
the Salt Swamps of Azzagrat, the Maggot Lakes of Avernus, more equipment than just the Heartstone and Soul
the Twisted Spires of Gehenna, and more to ensure that Bag typical of her kind.
Cegilune's will is done by the treacherous hags therein. She Gibbous Staff. The staff is a +2 magic
also acts as one of Cegilune's most favored diplomats, and quarterstaff. It is made of gnarled wood and is
has met with every demon lord, archdevil, and yuggoloth capped with one of Cegilune's soul-gems, which is
general at one time or another. She has visited the haunted polished to resemble a staring eye. It has a variety
streets of Naratyr to meet with Orcus, the towering Khin-Oin of magical powers which only Zhelamiss can
to negotiate territory with the yuggoloths, and even the access, as detailed in her stat block. The staff is
deepest depths of Nessus to speak with Asmodeus himself. bound to Zhelamiss and the two cannot be
separated. Any attempt to move the staff more
She also attends to Cegilune's interests in the Material Plane, than 30 feet away from Zhelamiss will cause it to
and will visit the covens in Faerun, Greyhawk, and even more magically teleport to Zhelamiss. If the staff and its
remote planes to ensure that they remain loyal soul-gem is destroyed, Zhelamiss takes 55
Hatred of Her Mistress. Zhelamiss does not willing serve (10d10) force damage and is under the effects of a
Cegilune. She despises her mistress and strives at every bestow curse spell until Cegilune crafts a new soul-
opportunity to overthrow her mistress. She knows that gem to replace it. Cegilune can see and hear
Cegilune has crafted soul gems and scattered them through the soul-gem at the top of this staff at will.
throughout the multiverse in order to ensure her survival, Chthonic Ledger. This magical book allows
though she does not know how many nor where all of them Zhelamiss to use her Call in a Favor action while it
are. She strives to seek them all out and destroy them, but is in her possession. It is bound in the flayed skin
her efforts are stymied by Cegilune's constant vigilance, of an angel and contains contracts and oaths from
which is enabled in large part by the Gibbous Staff. This an an innumerable number of fiends from across
magical weapon was crafted by Cegilune using one of her the Lower Planes. It can only be destroyed by fire
soul gems and bound to Zhelamiss's essence, giving Cegilune or radiant damage produced by a celestial or a
good aligned cleric or paladin. The book and its
the ability to track her constantly. contents are irreplaceable.

96
Yaya Zhelamiss Magic Resistance. Zhelamiss has advantage on saving
throws against spells and other magical effects.
Medium fiend, neutral evil

Armor Class. 17 (natural armor) Actions


Hit Points. 112 (15d8 + 45) Multiattack. Zhelamiss makes two attacks with her
Speed. 30 ft. Gibbous Staff.
Gibbous Staff (Quarterstaff). Melee Weapon Attack: +9
STR DEX CON INT WIS CHA to hit, reach 5 ft., one creature. Hit: 13 (2d6 + 6)
18 (+4) 15 (+2) 16 (+3) 19 (+4) 16 (+3) 18 (+4) bludgeoning damage, or 15 (2d8 + 6) bludgeoning
damage if used with two hands. By expending 1 charge
from the Gibbous Staff, Zhelamiss can cause this
Saving Throws: Int +9, Wis +8, Cha +9 attack to do an additional 3 (1d6) force damage.
Skills. Arcana +9, Deception +9, History +9, Insight +8,
Intimidation +9, Investigation +9, Perception +8, Change Shape. Zhelamiss magically polymorphs into a
Persuasion +9, Stealth +7 Small or Medium female humanoid, or back into her
Damage Resistances. cold, fire; bludgeoning, piercing, true form. Her statistics are the same in each form. Any
and slashing from nonmagical weapons that arent equipment she is wearing or carrying isnt transformed.
silvered She reverts to her true form if she dies.
Condition Immunities. charmed, frightened Etherealness. Zhelamiss magically enters the Ethereal
Senses. darkvision 60 ft., passive Perception Plane from the Material Plane, or vice versa. To do so,
Languages. all Zhelamiss must have a heartstone in her possession.
Challenge. 16 (15,000 XP)
Call in a Favor (Recharges after a Long or Short Rest).
Gibbous Staff. The staff is a +2 magic quarterstaff. It has Zhelamiss attempts to summon a fiend that owes a
20 charges and regains 2d8 + 4 expended charges debt to her. To do so, she must have her Chthonic
daily at midnight. While holding this staff, Zhelamiss Ledger in her possession. Zhelamiss has a 100%
can use an action to expend 1 or more of its charges to chance of successfully summoning a demon with a CR
cast one of the following spells from it (spell save DC of 1 or less, and for each CR level above 1 the chances
17, + 9 to hit with spell attacks): cone of cold (5 of success decreases by a cumulative 5%. If
charges), enlarge/reduce (2 charges), fireball (5th-level successfully summoned, the fiend acts according to its
version, 5 charges), globe of invulnerability (6 charges), best judgment.
hex (1 charge), hold monster (5 charges), levitate (2
charges), lightning bolt (5th-level version, 5 charges), Legendary Actions
ray of sickness (1 charge), wall of force (5 charges), or Zhelamiss can take 3 legendary actions, choosing from
witch bolt (1 charge). the options below. Only one legendary action option
can be used at a time and only at the end of another
Innate Spellcasting. Zhelamisss innate spellcasting creature's turn. Zhelamiss regains spent legendary
ability is Charisma (spell save DC 17, + 9 to hit with actions at the start of her turn.
spell attacks). She can innately cast the following
spells, requiring no material components: Savagery. Zhelamiss makes one attack with her Gibbous
At will: detect evil and good, detect magic, magic Staff.
missile, ray of enfeeblement, sleep Spell. Zehlamiss casts an at will spell from her Innate
2/day each: dimension door (self only), plane shift (self Spellcasting or expends up to 2 charges from her
only) Gibbous Staff to cast a spell from it.
Escape (Costs 2-3 Actions). Zhelamiss casts dimension
Legendary Resistance (3/Day). If Zhelamiss fails a saving
door (3 Actions) or uses her Etherealness action (2
throw, she can choose to succeed instead
Actions).

97
Ceithlenn, of the Ceithlenn's Unique Items
Box of Treasure
Crooked Teeth This wooden box is about 6" by 4". It contains the teeth of
"She walked the paths of Barovia long before it received that children, and can contain teeth taken from up to 10 children.
name from Strahd. She remembers what it was like before The box recovers a number of charges at dusk equal to the
his evil poisoned the land. And make no mistake, she is number of children's teeth contained in the box. For example,
poisoned too." if the box contains teeth taken from 6 children, then the box
regains six charges at dusk. When expending a charge, one
Long before Strahd conquered the land of Barovia and child's worth of teeth must be removed from the box.
named it after his father, long before the people he conquered Ceithlenn can use the Box of Treasure to cast spells, as
lived there, Ceithlenn and her husband ruled the groves and descibed in her stat block.
hills of the land as king and queen. A child of Mother Night Divinatory Aid. Ceithlenn can expend 1 charge from the
and the Morninglord, Ceithlenn was a beautiful and perilous box to cast augury. Additionally, when casting spells such as
archfey queen When mortals discovered her land, she divination, commune, or contact other plane, the caster can
extended her protection to those who showed her and the expend one charge from the box to enable the spell
gods of the land the proper respect. circumvent the normal proviso that allows Strahd to sense
Conquest. When Strahd von Zarovich came to the land, and intercept those spells. However, this can only be done
Ceithlenn foresaw that he would lay them low. Still, she and using teeth from a Vistani child.
her husband rode out to do battle with the ruthless warlord, By expending one charge as part of the material
and though Ceithlenn's husband was struck down, she was components for a
able to escape to her island home, albeit gravely wounded.
There she lingered with the meager remnants of her people Lesser Treasure Box
while the curse of Strahd and the Dark Powers that favored A lesser treasure box is a smaller version of Ceithlenn's own
him descended on the land. Box of Treasure. It functions in the same way, except it can
The Crooked Teeth. The wickedness of Strahd and his only hold one child's worth of teeth. Additionally, rather than
lust for power poisoned Barovia when he gained power, and asking for guidance on the success or failure of a course of
that poison has slowly twisted Ceithlenn and her lands over action, the user can instead ask a yes or no question and
decades into something wretched and petty. Now she is but a receive an answer from Ceithlenn herself. These are often
shadow of her former glory, scrounging desperately for every given to her favored agents in Barovia, but any creature can
bit of power she can and cursing the people of Barovia who use them. However, creatures that use them have a 50%
have forgotten her. She sends her agents out into the chance of becoming neutral evil.
wilderness of Barovia to capture children, commanding that
they sacrifice them to her. Using their innocent souls, Pipes of Clean Bone
Ceithlenn is able to reclaim some of her former power, While Ceithlenn is playing the pipes of clean bone, all
twisted and perverted though it is. children that can hear the pipes are charmed by Ceithlenn
The Island in the Mists. Ceithlenn fears to leave her and any creatures loyal to her. Though they are not under the
island, for the land no longer loves her as it once did, the control of Ceithlenn or any creatures loyal to her, they take
curse of Strahd having caused the stones and trees to forget the requests and actions of such creatures in the most
her name. However, on nights when the mists part to reveal favorable way they can. Additionally, they do not perceive any
her island of Enniskillen and drift through the forests and the monstrous features of such creatures as being frightening.
mournful streets of Vallaki, the buried memory of the queen A child cannot be charmed by the pipes while within 5 feet
of the land is stirred to the surface. Only on these nights, of a horseshoe, nor can a child be charmed if it is within a
when the land recalls her name, does Ceithlenn dare to leave magic circle or a hallowed area. Children that hear the pipes
her home. of clean bone feel a powerful curiosity about the source of the
Collector of Souls. Ceithlenn knows that the souls of music, regardless of whether or not they are currently
those who die in Barovia are trapped within the mists, and charmed by the pipes.
she knows that Strahd can only gain sustenance by feeding
on the blood of those with souls. As such, she has devised a
plan to starve out Strahd by capturing all the souls within
Barovia and binding them to her island of Enniskillen, which
she believes Strahd is unable to reach.

98
Ceithlenn's Lair Banshee
Ceithlenn makes her home in a cave on the island of When Strahd had the dusk elf women of Barovia slaughtered,
Enniskillen. The island lingers in the mists of Lake Zarovich, Ceithlenn was there to catch their fleeing spirits. She
only appearing when the Dark Powers permit it to do so. corrupted them to her own purposes, transforming them into
When the people of Vallaki see the island of Enniskillen loom the banshees that drift listlessly upon her island and
through the mists, they shut their doors and bar their accompany her when she travels to the mainland, longing for
windows as the influence of Ceithlenn drifts across the lake vengeance against Strahd.
once again. Chattering Ivory
If Ceithlenn is encountered in her lair, she has a challenge A chattering ivory is the skull of a Vistani child still
rating of 18 (20,000 XP). containing its eyes. As an action, Ceithlenn can call on the
spirit of skull, animating it as a flame skull that can use
Lair Actions Vistani curses and the evil eye instead of its Spellcasting
On initiative count 20 (losing initiative ties), Ceithlenn takes a option. Vistani curses and evil eye are detailed on paged 28 of
lair action to cause one of the following effects; Ceithlenn Curse of Strahd
can't use the same effect two turns in a row
Ceithlenn casts wall of thorns. Ceithlenn doesn't need to The Hags of Old Bonegrinder
concentrate on the spell, which remains active for 1 The night hag Morgantha and her two daughters Bella
minute or until Ceithlenn uses this lair action again. Sunbane anf Offalia Wormwiggle, are among Ceithlenn's
A 20-foot radius circle of ground becomes occupied by the most favored servants. Each hag possesses a lesser treasure
ghostly specters of children, which stare blankly at nearby box constructed by Ceithlenn.
creatures. The area is difficult terrain until initiative count
of the next round, at which point the children disappear. Ceithlenn in the Curse of Strahd
Ceithlenn expends 1 charge from her Box of Treasure to Ceithlenn's island home is just north of Vallaki in Lake
cast greater restoration or cure wounds as a 5th-level Zarovich, and her influence reaches all throughout the town.
spell. Bluto, the town drunkard, is a servant of Ceithlenn. He hears
Regional Effects commands in his dreams and believes that she is a goddess
The island of Enniskillen is warped by Ceithlenn's magic, as who will reward him generously with bountiful catches of
is the land within 5 miles of the shoreline where Enniskillen fish.
is visible. While the influence of Enniskillen is present, the As an Enemy. The Festival of the Blazing Sun presents an
following effects apply: opportunity for Ceithlenn to capture all the children of
Vallaki. As the downpour that ruins the festival begins, mist
Mists are ubiquitous. All Wisdom (Survival) checks made rapidly forms and envelops the town and the sounds of the
by creatures not loyal to Enniskillen have disadvantage pipes of clean bone begin to drift through the air, calling the
while within these mists. Creatures loyal to Ceithlenn children to Lake Zarovich, where they will drown themselves
have advantage on Dexterity (Stealth) checks while within if given the opportunity. Any adults that attempt to stop the
these mists. children are stopped by the fey that arrive with the mists.
While Ceithlenn plays her Pipes of Clean Bone, the music If the hags of Old Bonegrinder have not yet been killed,
from the pipes can be heard faintly throughout the area, then they act as the heralds of Ceithlenn, announcing her
no matter the distance from Ceithlenn. imminent arrival to terrify the people of the town by
Beasts with an Intelligence of 3 or lower that aren't loyal appearing in the wicker sun in a burst of green, eldritch fire.
to Strahd become loyal to Ceithlenn. Beasts loyal to If, however, they are killed prior to the party arriving in the
Strahd are anxious and flighty while within the area and town, then the party finds evidence of the plans for the
are vulnerable to being frightened, and beasts loyal to Festival of the Blazing Sun, including a replica of the wicker
Ceithlenn attack any beasts loyal to Strahd on sight. sun beside the windmill that they were going to use to
teleport into the wicker son of the festival (this can be
When Ceithlenn dies, these effect fade from the shores of determined with a successful DC 15 Arcana check and an
Lake Zarovich immediately and the island of Enniskillen hour of study).
fades permanently into the mists. As an Ally. Ceithlenn presents a unique opportunity for an
ally, as she knows a great deal about Strahd and can provide
Servants of Ceithlenn answers to any questions that the characters have. However,
Ceithlenn's interests in Barovia are seen to by fey, ghosts, she will almost never deal directly with players, as she fears
hags, and other lingering spirits of the land. Dryads, to leave her home. Instead, she prefers to guide their actions
quicklings, pixies, sprites, redcaps, and other fey creatures by means of her agents. For this purpose, she tends to favor
still hear her voice echoing in the mists and enact her the hags of Old Bonegrinder. Morgantha and her daughters
commands, though precious few remain in the cursed land of each have the ability to answer one question by means of the
Barovia. lesser treasure boxes they possess, and they may provide the
players with unique tools if so inclined.

99
Ceithlenn Legendary Resistance (3/Day). If Ceithlenn fails a saving
throw, she can choose to succeed instead
Large fey, neutral evil
Magic Resistance. Ceithlenn has advantage on saving
Armor Class. 16 (natural armor) throws against spells and other magical effects.
Hit Points. 157 (15d10 + 75)
Speed. 25 ft. Magic Weapons. Ceithlenn’s weapon attacks are
magical.
STR DEX CON INT WIS CHA Actions
21 (+5) 10 (+0) 20 (+5) 18 (+4) 19 (+4) 21 (+5) Multiattack. Ceithlenn makes two attacks, one with her
spear and one with either her bite, touch, or venomous
Saving Throws: Wis +9 glare.
Skills. Nature +9, Perception +9, Survival +9
Damage Resistances. bludgeoning, piercing, and Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
slashing damage from non-magical weapons creature. Hit: 16 (2d10 + 5) piercing damage
Condition Immunities. charmed Touch. Melee Weapon Attack: +10 to hit, reach 5 ft.,
Senses. darkvision 120 ft., passive Perception 19 one creature. Hit: 7 (2d6) necrotic damage
Languages. Common, Giant, Sylvan
Challenge. 15 (13,000 XP) Venomous Glare. One creature within 60 feet of
Ceithlenn that she can see must make a DC 18
Constitution saving throw, taking 9 (2d8) poison
Box of Treasures. The Box of Treasures has 10 charges. damage on a failure.
While she is holding the Box of Treasures, Ceithlenn
can use an action to expend 1 charge to cast augury. Spear. Melee or Ranged Weapon Attack: +10 to hit,
Additionally, she can cast one of the following spells reach 5 ft. range 20/60 ft., one creature. Hit: 12 (2d6 +
once per day each (DC 18), consuming charges as 5) piercing damage, or 14 (2d8 + 5) piercing damage if
needed. The spells behave as normal, but with the used with two hands. The target must make a DC 18
following aesthetic alterations: Constitution saving throw, taking 17 (5d6) poison
damage on a failure or half as much on a success. On a
antilife shell. Ceithlenn is surrounded by ghostly failure, the target also becomes poisoned for 1 minute.
spirits of children which prevent affected creatures While poisoned in this way, the target is vulnerable to
from passing them. necrotic damage.
awaken (1 charge). Rather than imbuing the target
Wretched Bite. Ceithlenn makes one Bite attack. If it
beast or plant with intelligence, this spell instead
hits, her teeth dislodge from her mouth and burrow
imbues the targetted creature with the spirit of a
into the target's flesh, dealing an additional 7 (2d6)
child. The awakened creature still obeys Ceithlenn.
piercing damage. Additionally, the teeth imbed
blight. When this spell affects a creature, the target
themselves in the target's flesh until surgically
can hear the sound of a sobbing child.
removed with a successful DC 18 Wisdom (Medicine)
confusion. Affected creatures are assaulted by
check, a process which takes 1 hour of dedicated work.
hallucinations of fiendish children attacking them or
While the teeth are imbedded in the creature's flesh, it
frightened children calling for their help.
is affected as if by a bestow curse spell while within 30
contagion. The invisible spirit of a child clings to the
feet of Ceithlenn or a creature loyal to her. A remove
infected target throughout the duration of the
curse spell suppresses this effect for the next 24
diseasse.
hours.
dream. Ceithlenn always appears in dreams
accompanied by blank eyed children. Additionally, Once Ceithlenn has used this action, she cannot make
while the target is under the effects of the spell, the another Bite attack until she has used an action to
ghostly figures of children can be seen around the expend a charge from her Box of Treasure to replace
target's sleeping body, staring blankly at it. the teeth in her mouth.
fog cloud. The shapes of children can be seen
moving about in the mist, just out of view. Legendary Actions
hold person. The target is restrained by the Ceithlenn can take 3 legendary actions, choosing from
incorporeal spirits of children, which stare pleadingly the options below. Only one legendary action option
at it as if begging the target to help them. can be used at a time and only at the end of another
pass without trace. Shadowy spirits of children creature's turn. Ceithlenn regains spent legendary
accompany the creatures affected by the spell within actions at the start of her turn.
the veil of shadows and silence produced by the
spell. Attack. Ceithlenn makes one bite, touch, or Venomous
slow (1 charge). The area affected by the spell Glare.
becomes filled with the grasping, desperate spirits of
children begging the affected creatures to not leave Magic (Costs 2 Actions). Ceithlenn casts a spell from
them. her Box of Treasures

100
The Decay of Hell. When Malagard died and her guts and
Malagard, the Hag flesh were strewn about her home, her lingering, enraged
spirit was caught by the unknowable evil that she had
Countess bargained with. Over many years it crafted her a new body
“Revenge is the blood of the multiverse, and I shall drink it from her pulsing flesh. Now she reclaims her power bit by bit,
all.” while her plots erode the grasp of Asmodeus on Hell,
dragging it ever closer to the primeval darkness from which it
Malagard has always been an aberration in the hierarchy of once sprung. The mouths of Magoth Thym vomit up horrors
the Nine Hells. The night hag caught the eye of Moloch, to spread madness and chaos throughout the Hells.
former ruler of the Sixth Layer of Baator, while visiting the
Nine Hells on the business of the Soul Trade. He noticed her Malagard's Lair
cunning and made her his advisor, a choice he would come to
regret. Through Malagard's machinations, Moloch was Malagard remains bound to Magoth Thym, unable to leave
eventually deposed from his position of rulership and cast out the realm until her resurrection is complete. Her flesh is
from the Nine Hells, leaving the night hag herself to claim the strewn about the insides of the cavern, and it continually
position of ruler of Malebolge, making her the only non-devil pulses and oozes pus, bile, sweat, and fouler fluids.
to ever hold such a position.
Fall From Power. For many centuries, Malagard ruled the Lair Actions
sixth layer of Baator from within a fortress built in a massive On initiative count 20 (losing initiative ties), Malagard takes a
bolder that perpetually rolled down the vertiginous cliffs of lair action to cause one of the following effects; Malagard
the layer, continually confounding her rivals with her can't use the same effect two turns in a row
unpredictability. Unfortunately for Malagard, none could have Malagard targets one creature within 10 feet of a mound
predicted her fate. She was deposed from her throne when of her flesh. Pseudopods of flesh reach out to entangle the
she mysteriously swelled to unbelievable size and ruptured, creature, which must succeed on a DC 19 Dexterity or
coating the layer with her skin and viscera, transforming Strength saving throw or become restrained and pulled
Malebolge into a realm of pus filled lakes and suppurating onto the flesh mound. The restrained creature can repeat
flesh. Asmodeus's daughter Glasya was installed in her place, the saving throw at the end of each of its turns, escaping
and has ruled ever since. on a success. A creature currently under the effects of the
Lingering Will. Though Glasya has reigned over contagion spell transmitted through Malagard's bite or a
Malebolge for centuries, she still fears the retribution of the bestow curse spell cast by Malagard has disadvantage on
Hag Countess. The flesh that once coated the layer was the saving throw. With each subsequent failure a creature
always treacherous to devils, and even though most of it has gains 1 level of exhaustion. Once the target reaches 6
been harvested for various purposes, a few isolated heaths of levels of exhaustion, it dies and is absorbed into the flesh.
cancerous tumors and forests of tangled hair remain, Only a wish spell can restore a creature killed in this way.
spawning wild monsters and resisting all efforts by devils to These pseudopods disappear if Malagard uses this lair
remove them. Glasya fears that Malagard may have found a action again before the creature is absorbed. Another
way to safeguard against her own death. Little does she know creature within 5 feet can use its action to perform a DC
how true that is. 19 Strength (Athletics) check, freeing the restrained
The Hag's Plan. Malagard's death was not the end for her. creature on a success.
Malagard had not claimed the throne of Malebolge out of A gout of bile and blood erupts in a 30 foot long, 5-foot
ambition for rulership of that miserable place. Rather, she wide line from a mound of flesh that Malagard can see.
sought the secrets that she knew were hidden beneath the Any creature in the line must make a DC 19 Dexterity
cliffs and slopes of that plane. Long she searched for these saving throw, taking 14 (4d6) acid damage on a failed save
secrets, delving into lore forbidden even by the devils, until or half as much on a successful one.
she learned of a place on Malebolge that devils themselves Malagard harnesses the mind numbing aura of Magoth
fear to approach: Magoth Thym. Thym. All creatures within the lair that are not Malagard
Ancient Evil. Deep in the caverns of Magoth Thym sleeps or her coven must succeed on a DC 19 Intelligence saving
something older than the devils. Older than the Hells. Even throw or be affected as if by the feeblemind spell until
older than the Lower Planes themselves. A shapeless evil, initiative count 20 of the next round.
more ancient than rational thought, sleeps fitfully beneath the Malagard commands one kalabon within 60 feet of her
plane, crying a horrific, soundless cries as it dreams and that she can see to use its reaction to either make one
causing avalanches when it stirs. Kin to both Zargon the melee attack, move up to its speed, or use its Greater
Returner and the Queen of Chaos, the hungry darkness is the Good.
true shape of evil from before law and chaos divided the
multiverse. This was the secret that Malagard sought, and it
was with this primeval wickedness that she made a pact.

101
Regional Effects
The region around Magoth Thym is warped by the
unknowable evil within and further twisted by Malagard's Bloodcurdler
influence, which creates the following effects: When Malagard still ruled Malebolge, she wielded
Bloodcurdler, a wretched greatsword with profane
Devils possess an inborn fear of Magoth Thym. While powers that she tied to her very essence. Now
within the area, devils have disadvantage on all attack Bloodcurdler is wielded by whatever champion
rolls and ability checks. Periodically, a shrieking howl that Malagard favors at the moment, and is often
only devils can hear issues from the cavern, echoing for offered by night hag servants of Malagard to
miles. All devils within 1 mile that can hear it adventurers working to undermine infernal cults.
automatically become frightened for 1 minute, ignoring Whenever Bloodcurdler damages a creature,
immunities to being frightened, and must use their action Malagard recovers a number of hit points equal to
the necrotic damage dealt, no matter the distance
and movement to move away from Magoth Thym as or planar separation between the two. If a creature
quickly as possible. Devils between 1 mile and 10 miles is killed by the maximum hit point reduction effect
away that can hear the howls are allowed to make a DC of this weapon, its soul is captured by Malagard. If
22 Wisdom saving throw to resist this effect. Assassin a devil is killed by this effect while outside of Hell,
devils and nupperibos are immune to these effects. it reforms within Magoth Thym and is bound to
The first time a creature enters the area, and each time it obey the letter of any command Malagard gives it
completes a long rest within the area, it must succeed on for the rest of its existence.
a DC 13 Constitution saving throw or be poisoned for as If Malagard is encountered while one of her allies
long as it remains in the area. On a successful saving is wielding Bloodcurdler, she has a Challenge
throw, the creature is immune to the stench of Malagard's Rating of 21 (33,000 XP).
flesh and the Stench of all kalabon for 24 hours.
As an action, Malagard can perceive through the senses of Bloodcurdler
any kalabon in the area. Weapon (greatsword), legendary (requires
attunement)
Additionally, Malagard's flesh coats the ground for miles You gain a +1 bonus to attack and damage rolls
around Magoth Thym, creating effects unique to the area. made with this magic weapon. Additionally, when
you attack a creature that isn't an undead or
Bile River. Rivers of bile wind through the perverse construct with this weapon, the creature takes an
landscape. Creatures submerged in bile take 7 (2d6) acid additional 4d10 necrotic damage. Additionally, the
damage when they first enter the bile or at the beginning target must succeed on a DC 19 Constitution
of their turn, but not more than once per round. saving throw or have its maximum hit points
Pus Geyser. Throughout the landscape are swollen sores reduced by the amount of necrotic damage dealt.
of infected tissue. Geysers of pus occasionally erupt from Devils have disadvantage on this saving throw. If a
these swollen masses of flesh. A creature caught in the creature's maximum hit points are reduced to 0 by
blast must succeed on a DC 15 Dexterity saving throw or this attack, the creature dies.
become coated in pus. While coated in pus, a creature is Witchblade. When you succesfully make an
poisoned and has disadvantage on Strength checks, attack with this sword, you can use a reaction to
Strength saving throws, and attack rolls that use Strength. cast bestow curse on the target as a 5th-level spell
(DC 19). The sword regains this power at midnight.
A creature can use its action to scrape the pus from its Curse. This sword is cursed by Malagard's foul
body or another creatures body. influence, and becoming attuned to it extends the
Hair Tangles. Tangles of thick hair form what is akin to curse to you. As long as you remain cursed, you are
undergrowth, creating difficult terrain and providing unwilling to part with the sword, keeping it on your
opportunities for concealment for fiendish vermin. person at all times.
Sweat Floods. Occassionally, sudden surges in sweat will Additionally, while the sword is on your person,
cause a momentary flash flood. A creature caught in a you must make a DC 15 Wisdom saving throw
flash flood must succeed on a DC 20 Athletics check or be whenever you start your turn able to see at least
washed 60 feet away. one devil. On a failed save, you must attack the
Mucus Spills. Orifices leak thick, sticky mucus nearest devil until you drop to 0 hit points or it
throughout the area, creating difficult terrain for any does, or until you can't reach the creature to make
creatures that attempt to walk through them. a melee attack against it
Blood Bogs. Continual damage to Malagard's flesh The curse on this weapon is particularly cunning.
causes blood to accumulate into a thick, shallow bog. You can only break the curse if you voluntarily
chop off your dominant hand, which immediately
These bogs are breeding grounds for stirges, leeches, and shrivels up and cannot be reattached. Malagard
other bood feeding creatures. herself or a coven of hags loyal to her also possess
Malagard and any nearby kalabon feel any substantial the knowledge necessary to break the curse.
damage done to the flesh. Though neither Malagard nor her If you die while attuned to Bloodcurdler, your
soul is captured by Malagard and you cannot be
kalabon can pinpoint the location of the damage, they can brought back to life unless Malagard allows it.
determine the approximate direction.

102
Malagard Magoth Thym. While the cord remains intact, Malagard
regains 10 hit points at the start of her turn. If she
Medium fiend, lawful evil
takes radiant damage, this trait doesnt function at the
Armor Class. 18 (natural armor) start of her next turn.
Hit Points. 204 (24d8 + 96) If Malagard is struck by a vorpal sword, the wielder can
Speed. 30 ft., fly 60 ft. cut her umbilical cord instead of dealing damage. If her
umbilical cord is cut, Malagard does not recover hit
points and instead takes 10 points of necrotic damage
STR DEX CON INT WIS CHA at the start of her turn. Malagard dies only if she starts
20 (+5) 15 (+2) 18 (+4) 25 (+7) 20 (+5) 25 (+7) her turn with 0 hit points and isn't connected to the
umbilical cord.
Saving Throws: Int +13, Wis +11, Cha +13
Skills. Arcana +13, Deception +13, Insight +11, Actions
Perception +11 Multiattack. Malagard makes three attacks: two with her
Damage Resistances. bludgeoning, piercing, and claws and one with her bite
slashing damage from non-magical weapons that
arent silvered Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Damage Immunities. cold, fire, poison creature. Hit: 12 (2d6 + 5) piercing damage plus 7
Condition Immunities. charmed, exhaustion, frightened, (2d6) poison damage. The target is also afflicted by the
poisoned contagion spell (DC 21. any disease, Malagard's
Senses. truesight 120 ft., passive Perception 21 choice). If the target succeeds on its saving throws
Languages. all, telepathy 120 ft. against the spell, it is immune to infection from this
Challenge. 19 (22,000 XP) bite for 24 hours.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one
Innate Spellcasting. Malagard's innate spellcasting ability creature. Hit: 14 (2d8 + 5) slashing damage. Malagard
is Charisma (spell save DC 21, +13 to hit with spell can cast bestow curse on the target as part of this
attacks). She can innately cast the following spells, attack.
requiring no material components:
At will: alter self, animate dead, bestow curse, detect
Legendary Actions
magic, invisibility (self only), magic missile, ray of Malagard can take 3 legendary actions, choosing from
enfeeblement, sleep, suggestion the options below. Only one legendary action option
can be used at a time and only at the end of another
1/day each: symbol (any) creature's turn. Malagard regains spent legendary
Legendary Resistance (3/Day). If Malagard fails a saving actions at the start of her turn.
throw, it can choose to succeed instead
Witch Touch. Malagard makes one claw attack or casts
Magic Resistance. Malagard has advantage on saving magic missile.
throws against spells and other magical effects.
Umbilical Trip (Costs 2 Actions). Malagard lashes out
Magic Weapons. Malagard's weapon attacks are with her umbilical cord, causing the portion extending
magical. 30 feet out from her to swing 10 feet in one direction.
Umbilical Reliance. A shriveled, pulsing umbilical cord All creatures in the path of the cord must succeed on a
trails out of Malagard's stomach, leading down the DC 19 Dexterity saving throw or take 3 (1d6)
twisting tunnels of Magoth Thym. This cord cannot bludgeoning damage and be knocked prone.
extend more than 100 feet outside of the entrance of

103
The Sabbath of Flesh Zooria Meatstrip
The Sabbath of Flesh is comprised of a large number of hags, This elder night hag is deaf, but that hasn't stopped her from
primarily night hags but green hags and annis hags are by no becoming one of the greatest flesh mages in the Lower
means uncommon. These hags serve the interests of Planes. She is particularly well known for her knowledge on
Malagard, both in the Nine Hells and abroad, and their agents the powers of consumption and training fiends. She has
can be found all across the planes. A number of them remain tamed a variety of monsters to her service, including a pack
in Magoth Thym, serving Malagard, but others roam through of howlers and a flock of vargouille. However, her greatest
Sigil or the Material Plane spreading the secret cult of work was not possible until she became a member of the
Malagard. Many form their own covens among themselves, Stinking Sisters.
but ultimately they all answer to Malagard and her personal Malagard's flesh is the most plentiful source of hagflesh in
coven: the Stinking Sisters. the multiverse, and with it Zooria has been able to create
The Stinking Sisters. The Sabbath of Flesh is lead by the numerous broodswarms loyal to the Hag Countess. These
Stinking Sisters, a coven of elder hags which serve Malagard broodswarms obey the orders of Malagard's coven as well so
both on Malebolge and in the realms beyond. They use the long as Malagard allows it, but Zooria is nothing if not
Flesh coven option described earlier in this supplement and cautious, so she carries a broodswarm loyal only to her in a
all of these hags are well renowned for their skill in shaping large clay jar that she keeps strapped to her back.
flesh in one way or another. Together they work towards Expanding on her knowledge of flesh magic in creating
recreating Malagard's full flesh. broodswarms, Zooria has begun raising an army of chasme
demons. She brings larvae from Hades and feeds them on
Malagard's flesh, causing them to pupate and mature into
Seroma Stitchwitch chasme demons loyal to Malagard.
This lawful evil elder night hag is very skilled at flesh grafting She does not like horses, so she does not travel on a
and has made a name for herself in Sigil as the premiere nightmare. Instead, if she must travel a long distance, she
source for grafts and limb replacement. She claims to have rides a chasme demon that she tamed in the Abyss. As she is
learned from Black Agga herself and has spent years acting deaf, she is immune to its Drone, so she can freely make use
as something of a medic for the less reputable people of Sigil. of its skills. If she has a need for inconspicuous travel, she
When she was approached by Malagard's agents, the commands her broodswarm to carry her in the large jar she
combination of the promised rewards and the opportunity to normally uses to carry them in. She can also send her
work with such an exciting source of flesh was more than broodswarm to her desired location and have them summon
enough to convince her to join. her, but she dislikes being separated from them.
Seroma spends the majority of her time away from Magoth Whenever she encounters a creature, she assesses them
Thym, particularly in the streets of Sigil, where she recruits based on how well fed they are and the value that their bodies
new allies and finds new champions to carry Bloodcurdler. would have as food.
Whenever she encounters a creature, she assesses them
based on the quality of their limbs, making comments on Auntie Skinstretch
various ways in which their bodies could be improved and the This elder annis hag was exceptionally talented at crafting
value that their body parts would have as flesh grafts. flesh golems while on the Material Plane, having developed a
Seroma has gathered a wide variety of flesh grafts over her technique that allowed her to craft flesh golems without a
long life. She has traded many in and out, but what follows manual. When she was approached to join the Coven of
are her favorite grafts: Flesh, she jumped at the opportunity to be able to work with
The wings of an erinyes, giving her a flying speed of 60 ft. the living flesh of Malagard herself. Now she busies herself
The left eye of a modron, giving her truesight out to 120 ft. with creating golem after golem. However, the plentiful raw
The right hand of a barbed devil, giving her its Hurl Flame materials of Malagard's flesh has enabled her to progress
attack (see below). beyond simple flesh golems to more thrilling ventures.
The tail of a spined devil. The tail can have up to twelve Auntie Skinstretch takes enormous delight in the existence
tail spikes, but the spikes will not regrow on their own, of the kalabon as living extensions of Malagard's profane
instead necessitating that Seroma spend 1 minute of spirit, and she has spent many hours shepherding them
dedicated work during a long rest to recover them. This across Magoth Thym as she studied the nature of the realm.
also gives Seroma the Tail Spike action (see below). Through her studies of the kalabon, she learned how to
animate mounds of flesh, creating the numerous shambling
Hurl Flame. Ranged Spell Attack: +5 to hit, range 150 ft., monstrosities that plague Magoth Thym.
one target. Hit: 10 (3d6) fire damage. If the target is a She is attended to at all times by a stitched devil that she
flammable object that isn't being worn or carried, it also has dubbed "Little Jimmy." Whenever she encounters a
catches fire. creature, she assesses them based on the value that their
Tail Spike. Ranged Weapon Attack: +4 to hit, range 20/80 ft., bodies would have for such purposes as leather, bone tools,
one target. Hit: 4 (1d4 + 2) piercing damage plus 3 (1d6) fire and golem components.
damage.

104
Creatures of Magoth Thym Purple Worm. For centuries, a purple worm known as
Zorthronir has terrorized the slopes of Malebolge,
Night hags create their own personal lairs all throughout destabilizing the already frighteningly precarious structures
Magoth Thym, disguising them well amid tangles of hair or of that vertiginous place. Though it roams far and wide
beneath pools of blood or bile. However, they are not the only across the plane, it makes frequent trips to the heaths of
residents. The valley of Magoth Thym is plagued by Malagard's flesh, as the plentiful meat is too tempting to
innumerable vermin and other monsters. ignore.
Stirges. Zooria has a great fondness for stirges and has
Creatures of Flesh bred massive swarms of the foul vermin in the blood bogs all
The realm of Malagard is a nightmare of flesh, and much of it across Magoth Thym. Though she does not control them,
is roamed by creatures made of that flesh, ripped from the they still serve her purposes by discouraging the unwary.
ground and set about a maddening quest of hunger and
hatred. Miscellaneous Creatures
Kalabon. These heaving masses of flesh are extensions of In addition to the vermin and flesh creatures of Magoth
Malagard's will (detailed pg 106). They roam the reaches of Thym, a number of other creatures roam the foul heaths.
her flesh and attack any creature that isn't a member of the Broodswarm. Zooria has created a number of
Sabbath of Flesh. broodswarms to serve her and the other covens in the
Singing Skin. These animated masses of Malagard's flesh Sabbath of Flesh. These nasty minded little fiends make
are the creation of Auntie Skinstretch. They use the statistics nests out of mucus, earwax, and dandruff among the strands
of gibbering mouthers except that they are neutral evil. of the hair forest and viciously attack interlopers.
Flesh Golem. Aunti Skinstretch creates flesh golems like Howlers. Zooria Meatstrip has a trained pack of howlers
a grandma knits scarves, and these constructs roam Magoth that she released into the wilds of Magoth Thym as added
Thym. Many feature unusual alterations, such as excessively security. They stay well fed on Malagard's flesh and are easily
large teeth, leathery wings, serpent-like bodies, extra arms, able to fend off kalabaon swarms
and other stranger adjustments. Otyugh. Otyugh gleefully wallow in the bubbling springs of
Hungry Cysts. These mounds of flesh and teeth were filth that spring up throughout Magoth Thym. They typically
crafted from the tumors of Malagard's flesh by Auntie keep to themselves, so the other residents tolerate them.
Skinstretch and use the statistics of ropers, except that they Nupperibo. For reasons unknown, nupperibo are one of
are neutral evil and cannot move from place to place. the only type of devil that are entirely unafraid of the
Trichobezoars. These repulsive mounds of heaving hair mouthless voice of Magoth Thym. Those nupperibo that are
use the statistics of vine blights except that they are immune able to stumble their way into the realm of Malagard
to acid and poison damage and cannot be poisoned. They are essentially find themselves in a paradise, free from the
born out of the tangles of hair that fall into the rivers of bile demands of other devils and surrounded by plentiful vermin
that wind through Malagard's flesh. to eat.
Assassin Devils. Assassin devils are are formed of the
Vermin shadows dreged up from Hell's deepest pit, and as such they
The sheer amount of flesh, filth, and effluence in Magoth are kin to the voice of Magoth Thym and are unafraid of its
Thym makes it a fantastic breeding ground for vermin. soundless cry. They lurk in the shadows of Malagard's hair,
Ankhegs. Introduced into the heaths by Glasya's agents to dispatching any intruders in order to keep Malagard's
rid Malebolge of the last remaining holdouts, the ankhegs of resurrection a secret.
Magoth Thym behave in a noticeably different manner than
those of the Material Plane. Burrowing through the flesh as Fungi
they would earth alerts the kalabon to their presence, so the Though tangled hair forms the majority of the forests of
ankheg of Magoth Thym spend most of their time roaming Malagard's flesh, those tangled thickets are rife with fungal
the surface of the flesh, feeding as needed and sleeping in life. Yellow, brown, and russet molds thrive among the moist
tangles of hair. They are viciously hunted by the kalabon and folds of flesh and the sweat soaked towers of hair, and violet
other servents of Malagard, but so far they have not been able fungi and shriekers make themselves a nuisance, all lead by
to eradicate the creatures. the vegepymies that multiply in the realm
Carrion Crawlers. Like the ankheg, carrion crawlers have Vegepygmy. The ubiquity of Malagard's flesh makes her
made themselves a nuisance in Malagard's realm. They can realm the perfect breeding ground for vegepygmies (Volo's
use their paralyzing venom to numb Malagard's flesh, Guide to Monsters pg 197). Pulsing, swollen cysts of infected
enabling them to burrow into her flesh without fear of tissue the size of houses spew out vegepygmies by the dozen,
reprisal from nearby kalabon. As a result, they are their growth only curbed by the bile spewing kalabon that
surprisingly numerous, particularly in the intestinal tunnels continually roam the heath in search of them.
where they hunt lesser vermin. Tineas. These shambling mounds are born out tangles of
Chasme. These vicious demons were bred by Zooria from hair that become so infested with fungi that they become
larvae, and because they were raised on the flesh of Malagard mobile. Many are infused with a particular variety of mold,
they are innately loyal to the hag countess. The drone of such as brown or yellow mold, and can be considered to be
these chasme does not effect hags or demons, and they are covered by a patch of that mold.
inclined to obey any hags loyal to Malagard that command
them, so many of the hags that serve Malagard use them as
mounts in the otherwise difficult terrain of Magoth Thym.

105
Kalabon
When Malagard was first cast down and her flesh strewn Kalabon
across Malebolge, fragments of her spirit were scatted Small fiend, lawful evil
throughout her heaving corpse. These fragments took hold in
her suppurating flesh, ripping themselves free from the Armor Class. 12 (natural armor)
ground and shambling forth, creating the kalabon, wretched Hit Points. 5 (1d6 + 2)
little misshappen fiends forever tormented by the psychic Speed. 20 ft.
screams of the hag from whom they were born.
Endless Agony. The kalabon are born from Malagard's STR DEX CON INT WIS CHA
agony, and they experience it constantly. Even with her having
regained physical form, they will not know true peace until 13 (+1) 9 (-1) 14 (+2) 4 (-3) 12 (+1) 7 (-2)
Malagard achieves full resurrection. Until then they remain in
constant pain, seeking the comfort of each other's company, Damage Resistances. cold, fire; bludgeoning,
gathering together in pathetically weeping piles of flesh and piercing, and slashing damage from non-magical
melding together into larger amalgams of flesh in a vain weapons that aren't silvered
attempt to approximate the feeling of completeness that they Damage Immunities. acid, poison
crave. Condition Immunities. blinded, charmed, poisoned
Two Mistresses. Even with the partial resurrection of their Senses. tremorsense 60 ft. (blind beyond this
radius), passive Perception 11
mistress, kalabon are still bound by the immutable laws of Languages. telepathy 120 ft. (only with Glasya,
magic to obey the ruling lord of Malebolge, Glasya, whom Malagard, and other kalabon)
they despise more than anything. The kalabon that roam Challenge. 1/2 (100 XP)
Magoth Thym have nothing to fear from her or any other
devil, for the nature of Magoth Thym holds the devils at bay, Combine. By using its movement and action on its
but those kalabon residing in the remaining forests of hair turn, the kalabon can combine with three other
elsewhere on Malebolge live in constant terror that she will kalabon to form a kalabon wart with hit points
arrive and command them to assist in the destruction of what equal to the combined total of the constituent
little remains of Malagard's flesh. kalabon that formed it.

Kalabon Swarm Stench. Any creature that starts its turn within 10
Kalabon feel most comfortable in groups. These swarms of feet of the kalabon must succeed on a DC 12
kalabon constitue anywhere from 8 to 20 kalabon all rushing Constitution saving throw or be poisoned until the
together as a semi-cohesive whole. However, they are far start of its next turn. On a successful saving throw,
the creature is immune to the stench of all kalabon
more likely to meld their flesh together into warts, ulcers, and for 24 hours.
cancers, but if under the threat of death they will break apart
into these swarms in order to better flee into the Sunlight Sensitivity. While in sunlight, the kalabon
undergrowth and assure the survival of as many of them as has disadvantage on attack rolls, as well as on
possible. Wisdom (Perception) checks that rely on sight.

Actions
Tentacle. Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 3 (1d4 + 1) bludgeoning
damage plus 3 (1d6) acid damage.

Reactions
The Greater Good. If the kalabon is in direct contact
with the flesh of Malagard, it sacrifices itself to
grant half of its current hit points to Malagard or
any other kalabon in direct contact with the flesh of
Malagard.

106
Kalabon Wart
A kalabon wart is a grouping of four to seven kalabon which Kalabon Wart
have fused together into a larger creature for the sake of
protection. About the size of a hulking, misshapen humanoid, Medium fiend, lawful evil
these repulsive monsters lumber through the undergrowth of Armor Class. 12 (natural armor)
tumorous forests, seeking anything to vent their rage against. Hit Points. 22 (3d8 + 9)
Speed. 25 ft.
Kalabon Ulcer
A kalabon ulcer is a grouping of eight to thirty kalabon which
have fused together into a bulging, ogre sized monstrosity. STR DEX CON INT WIS CHA
Far more formidable than their constituent parts, these 15 (+2) 9 (-1) 16 (+3) 4 (-3) 13 (+1) 7 (-2)
ulcers are a howling, bile spewing force of destruction.
Damage Resistances. cold, fire; bludgeoning,
Kalabon Cancer piercing, and slashing damage from non-magical
A kalabon cancer is a grouping of thirty or more kalabon weapons that aren't silvered
which have fused together into a monstrous pile of heaving, Damage Immunities. acid, poison
groaning flesh larger than an elephant. Able to vomit Condition Immunities. blinded, charmed, poisoned
fountains of bile and possessing incredible power, these Senses. tremorsense 60 ft. (blind beyond this
howling nightmares ward all but the strongest devils away radius), passive Perception 11
from the forests of hair. Languages. telepathy 120 ft. (only with Glasya,
Malagard, and other kalabon)
Challenge. 2 (450 XP)

Combine. By using its movement and action on its


turn, the kalabon wart can combine with another
kalabon wart to form a kalabon ulcer with hit points
equal to the combined total of the constituent
kalabon warts that formed it.
Stench. Any creature that starts its turn within 10
feet of the kalabon must succeed on a DC 13
Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
the creature is immune to the stench of all kalabon
for 24 hours.
Sunlight Sensitivity. While in sunlight, the kalabon
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The kalabon makes two tentacle attacks
Tentacle. Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 4 (1d4 + 2) bludgeoning
damage plus 3 (1d6) acid damage.
Divide. The kalabon wart divides itself into four
kalabon, which can appear in any spaces the
kalabon wart had occupied as well as any
unoccupied spaces within 5 feet of it. The new
kalabon act immediately but can only use the Dash
action this round. If the kalabon wart has half its hit
points or fewer, half of the kalabon it divides into
are dead.

Reactions
The Greater Good. If the kalabon is in direct contact
with the flesh of Malagard, it sacrifices itself to
grant half of its current hit points to Malagard or
any other kalabon in direct contact with the flesh of
Malagard.

107
Kalabon Swarm Stench. Any creature that starts its turn within 10 feet
of the swarm must succeed on a DC 13 Constitution
Large swarm or small fiends, lawful evil
saving throw or be poisoned until the start of its next
Armor Class. 15 (natural armor) turn. On a successful saving throw, the creature is
Hit Points. 42 (5d10 + 15) immune to the stench of all kalabon for 24 hours.
Speed. 20 ft. Sunlight Sensitivity. While in sunlight, the swarm has
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.
STR DEX CON INT WIS CHA
Swarm. The swarm can occupy another creature's space
16 (+3) 9 (-1) 17 (+3) 4 (-3) 9 (-1) 7 (-2) and vice versa, and it can move through any opening
large enough for a Tiny creature. The swarm can't
Damage Resistances. cold, fire; bludgeoning, piercing, regain hit points or gain temporary hit points.
and slashing damage
Damage Immunities. acid, poison Actions
Condition Immunities. blinded, charmed, grappled,
paralyzed, petrified, poisoned, prone, restrained, Multiattack. The swarm makes one tentacles attack
stunned against each creature in its space
Senses. tremorsense 60 ft. (blind beyond this radius), Tentacles. Melee Weapon Attack: +5 to hit, reach 0 ft.,
passive Perception 9 one creature in the swarm's space. Hit: 10 (4d4)
Languages. telepathy 120 ft. (only with Glasya, bludgeoning damage plus 14 (4d6) acid damage, or 5
Malagard, and other kalabon) (2d4) bludgeoning damage plus 7 (2d6) acid damage if
Challenge. 4 (1,100 XP) the swarm has half of its hit points or fewer.

Combine. By using its movement and action on its turn, Reactions


the swarm can combine with three other kalabon
swarms or kalabon ulcers to form a kalabon cancer The Greater Good. If the swarm is in direct contact with
with hit points equal to the combined total of the the flesh of Malagard, it sacrifices itself to grant half of
constituent kalabon that formed it. Alternatively, it can its current hit points to Malagard or any other kalabon
form itself into a kalabon ulcer in direct contact with the flesh of Malagard.

108
Kalabon Ulcer Stench. Any creature that starts its turn within 10 feet
of the kalabon must succeed on a DC 14 Constitution
Large fiend, lawful evil
saving throw or be poisoned until the start of its next
Armor Class. 16 (natural armor) turn. On a successful saving throw, the creature is
Hit Points. 42 (5d10 + 15) immune to the stench of all kalabon for 24 hours.
Speed. 30 ft.
Actions
Multiattack. The kalabon makes three tentacle attacks
STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 5 (-3) 13 (+1) 8 (-1) Tentacle. Melee Weapon Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 9 (2d4 + 4) bludgeoning damage
plus 7 (2d6) acid damage.
Damage Resistances. cold, fire; bludgeoning, piercing,
and slashing damage from non-magical weapons that Vomit Bile (Recharge 6). The kalabon vomits a 15-foot-
aren't silvered cone of bile. Each creature in that area must make a DC
Damage Immunities. acid, poison 14 Constitution saving throw, taking 21 (6d6) acid
Condition Immunities. blinded, charmed, poisoned damage and 21 (6d6) poison damage on a failure or
Senses. tremorsense 60 ft. (blind beyond this radius), half as much on a success.
passive Perception 11 Divide. The kalabon ulcer divides itself into a kalabon
Languages. telepathy 120 ft. (only with Glasya, swarm with the same number of hit points as itself,
Malagard, and other kalabon) which appears in its space. The new swarm can act
Challenge. 6 (2,300 XP) immediately but can only use the Dash action this
round.
Combine. By using its movement and action on its turn,
the kalabon ulcer can combine with three other Reactions
kalabon ulcers to form a kalabon cancer with hit points
equal to the combined total of the constituent kalabon The Greater Good. If the kalabon is in direct contact
ulcers that formed it. with the flesh of Malagard, it sacrifices itself to grant
half of its current hit points to Malagard or any other
Sunlight Sensitivity. While in sunlight, the kalabon has kalabon in direct contact with the flesh of Malagard.
disadvantage on attack rolls, as well as on Wisdom
(Perception) checks that rely on sight.

109
Kalabon Cancer
Huge fiend, lawful evil

Armor Class. 16 (natural armor)


Hit Points. 172 (15d12 + 75)
Speed. 30 ft.

STR DEX CON INT WIS CHA


20 (+5) 7 (-2) 20 (+5) 6 (-2) 11 (+0) 7 (-2)

Damage Resistances. cold, fire; bludgeoning,


piercing, and slashing damage from non-magical
weapons that aren't silvered
Damage Immunities. acid, poison
Condition Immunities. blinded, charmed, poisoned
Senses. tremorsense 60 ft. (blind beyond this
radius), passive Perception 11
Languages. telepathy 120 ft. (only with Glasya,
Malagard, and other kalabon)
Challenge. 13 (10,000 XP)

Stench. Any creature that starts its turn within 10


feet of the kalabon must succeed on a DC 18
Constitution saving throw or be poisoned until the
start of its next turn. On a successful saving throw,
the creature is immune to the stench of all kalabon
for 24 hours.
Sunlight Sensitivity. While in sunlight, the kalabon
has disadvantage on attack rolls, as well as on
Wisdom (Perception) checks that rely on sight.

Actions
Multiattack. The kalabon makes four tentacle attacks
Tentacle. Melee Weapon Attack: +3 to hit, reach 5
ft., one creature. Hit: 12 (3d4 + 5) bludgeoning
damage plus 10 (3d6) acid damage.
Vomit Bile (Recharge 6). The kalabon vomits a 30-
foot-cone of bile. Each creature in that area must
make a DC 18 Constitution saving throw, taking 27
(6d8) acid damage and 27 (6d8) poison damage on
a failure or half as much on a success.
Divide. The kalabon cancer divides itself into four
kalabon swarms, which appear in any spaces the
kalabon cancer had occupied as well as any spaces
within 5 feet of it. The new kalabon swarms act
immediately but can only use the Dash action this
round. The hit points of the kalabon cancer are
divided evenly among the swarms.

Reactions
The Greater Good. If the kalabon is in direct contact
with the flesh of Malagard, it sacrifices itself to
grant half of its current hit points to Malagard or
any other kalabon in direct contact with the flesh of
Malagard.

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