Hag covens are covered in the Monster Manual. There isn't an overall coven CR. If a hag is part of a coven it's CR is 2 higher than normal due to the additional shared spells and hag eye.
In the encounter generator I noticed there's only a coven variant for the "original" 3 (green, sea, night). Does the CR of the other hag types not change regardless of them being in a coven?
In the encounter generator I noticed there's only a coven variant for the "original" 3 (green, sea, night). Does the CR of the other hag types not change regardless of them being in a coven?
They never included it in the statblocks but in the original books the other two were from, Volo’s, it goes over coven spellcasting in the hag chapter and gives additional options for spells, but I think it was just a mistake on Dnd beyond or since they added additional spell lists in that book it would have been too much to add separate variants for each and every spell list. But they increase by 2 CR no matter what type, so you just add on the spell list to them and upgrade their CR.
Just weighing in my two cents. I find the encounter multiplier bizarre. How do a CR 4, 5 , and 7 become a CR 14? How do three CR 4's become a CR 11: Can you see them being anything but a pushover for a party of that level?
I prefer to just add up the XP, and call that the new CR. 3 CR 4's (sea hags) should have a combined XP of 33,000, or about CR 7.5 (I know this is a bit of an unconventional number). One hag of each should equal 5,800, which we can round up to CR 10.
(To answer the obvious argument, yes, they will get more actions than a single creature. No, this doesn't make them more powerful. Their chance to hit is lower, their chance to make saves is lower, and while they have more total HP, they'll lose their actions halfway through the battle, as their members die. As opposed to a single opponent with high CR, who will remain at max capabilities until the very end.)
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DM, writer, and blog master of https://dragonencounters.com/ a blog dedicated to providing unusual, worthwhile encounters for each monster, making each one unique.
Also, suggestions for which monsters might be found together (for people tired of dungeons full of one humanoid race, and perhaps a few beasts and undead.)
The point of a hag coven is that, until you stop them
Round 1: cast level 6, 5, and 5 spells (the coven spell list is pretty terrible, but just using those slots on lightning bolt is plenty of damage)
Round 2: cast level 4, 4, and 4 spells.
Round 3: cast level 3, 3, and 3 spells.
In practice you only need to kill off one hag to stop this process, so the difficulty is set by the weakest member and they probably only get round 1, but they can still easily do 200 total damage in round 1.
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Hi all,
Can't find anything on this so I figured I'd ask. Looking to see if there is an overall CR for a Hag Coven.
Option 1: Sea Hag, Night Hag, Green Hag
Option 2: 3 x Sea Hags.
Obviously option 2 will be easier as every monster is the same CR rating but would love to do option 1 for story purposes.
Hag covens are covered in the Monster Manual. There isn't an overall coven CR. If a hag is part of a coven it's CR is 2 higher than normal due to the additional shared spells and hag eye.
Ah, okay cheers! Just wanted to confirm :)
You can of course build it in the encounter generator. The combination of Sea Hag (Coven Variant), Green Hag (Coven Variant), and Night Hag (Coven Variant) is an adjusted xp total of 11,600, or about CR 14 equivalent. The combination of 3xSea Hag (Coven Variant) is 6,600 xp, or between CR 10 and 11.
In the encounter generator I noticed there's only a coven variant for the "original" 3 (green, sea, night). Does the CR of the other hag types not change regardless of them being in a coven?
They never included it in the statblocks but in the original books the other two were from, Volo’s, it goes over coven spellcasting in the hag chapter and gives additional options for spells, but I think it was just a mistake on Dnd beyond or since they added additional spell lists in that book it would have been too much to add separate variants for each and every spell list. But they increase by 2 CR no matter what type, so you just add on the spell list to them and upgrade their CR.
hope this helps!
Just weighing in my two cents. I find the encounter multiplier bizarre. How do a CR 4, 5 , and 7 become a CR 14? How do three CR 4's become a CR 11: Can you see them being anything but a pushover for a party of that level?
I prefer to just add up the XP, and call that the new CR. 3 CR 4's (sea hags) should have a combined XP of 33,000, or about CR 7.5 (I know this is a bit of an unconventional number). One hag of each should equal 5,800, which we can round up to CR 10.
(To answer the obvious argument, yes, they will get more actions than a single creature. No, this doesn't make them more powerful. Their chance to hit is lower, their chance to make saves is lower, and while they have more total HP, they'll lose their actions halfway through the battle, as their members die. As opposed to a single opponent with high CR, who will remain at max capabilities until the very end.)
DM, writer, and blog master of https://dragonencounters.com/ a blog dedicated to providing unusual, worthwhile encounters for each monster, making each one unique.
Also, suggestions for which monsters might be found together (for people tired of dungeons full of one humanoid race, and perhaps a few beasts and undead.)
The point of a hag coven is that, until you stop them
In practice you only need to kill off one hag to stop this process, so the difficulty is set by the weakest member and they probably only get round 1, but they can still easily do 200 total damage in round 1.