Well in VGM there is some blurb about Hags being able to change form one type of hag to another so if the BBEG is old it is possible she/it has been all types of hags at one time or another so how about some themed ones like:
Sea Hag: the hag summons water form the depths of the sea to fill a room (20ft cube), until the next initiative count 20 anyone in the room is underwater, there water fills the room completely and there are no air pockets, due to the water coming from the depths of the ocean it is bitterly cold and deals 1d10 cold damage, anyone in the area that does not have a natural swimming speed has their speed halved. The water pressure int he room forces all doors shut DC20 strength check to pull open, should the doors opened the water escapes and everyone in the room is pushed 30ft through the door way.
Green Hag: the hag causes all spoken words to have a terrible effect, until the next initiative count 20 a vague ethereal smoke fills the a 20f radius, anyone in the area who speaks hears the voices of friends, relatives and loved ones whisper to them and they suffer the effect of a lvl 2 Dissonant Whispers spell.
Night Hag: the hags lair is warded and protected by allies in the Nine Hells, one person suffers the effect of the warlock fiend patron power Hurl Through Hell.
Annis Hag: the area around one creature fills with fog (as per the fog cloud spell) and then solidifies and crushes the target as if they had been hit with an Annis Hags Crushing Hug attack. This persists until the next initiative count 20.
Bheur Hag: the floor, walls and ceiling in a 20ft area become covered in ice, the area is treated as difficult terrain and anyone attempting to move through the area must make a DC20 Dex saving throw or fall prone.
Another option, and one I've used with a Dragon, is give the hag access to the Glyph of Warding spell and then go nuts with it, if the hag is ancient then have every entrance, window and corridor covered in glyphs, in order to pass over them without setting them off you need to be a Hag or say a password or rhyme (different words and rhymes for different glyphs). In terms of combat whenever a player moves they have to say the word or rhyme as part of their movement, if they don't they set of one or more glyphs. As a DM you can either do a battle map and just place some markers to say where glyphs have been set off or just have them always active and recharge as part of the lair.
Rollback Post to RevisionRollBack
* Need a character idea? Search for "Rob76's Unused" in the Story and Lore section.
Well in VGM there is some blurb about Hags being able to change form one type of hag to another so if the BBEG is old it is possible she/it has been all types of hags at one time or another so how about some themed ones like:
Sea Hag: the hag summons water form the depths of the sea to fill a room (20ft cube), until the next initiative count 20 anyone in the room is underwater, there water fills the room completely and there are no air pockets, due to the water coming from the depths of the ocean it is bitterly cold and deals 1d10 cold damage, anyone in the area that does not have a natural swimming speed has their speed halved. The water pressure int he room forces all doors shut DC20 strength check to pull open, should the doors opened the water escapes and everyone in the room is pushed 30ft through the door way.
Green Hag: the hag causes all spoken words to have a terrible effect, until the next initiative count 20 a vague ethereal smoke fills the a 20f radius, anyone in the area who speaks hears the voices of friends, relatives and loved ones whisper to them and they suffer the effect of a lvl 2 Dissonant Whispers spell.
Night Hag: the hags lair is warded and protected by allies in the Nine Hells, one person suffers the effect of the warlock fiend patron power Hurl Through Hell.
Annis Hag: the area around one creature fills with fog (as per the fog cloud spell) and then solidifies and crushes the target as if they had been hit with an Annis Hags Crushing Hug attack. This persists until the next initiative count 20.
Bheur Hag: the floor, walls and ceiling in a 20ft area become covered in ice, the area is treated as difficult terrain and anyone attempting to move through the area must make a DC20 Dex saving throw or fall prone.
Another option, and one I've used with a Dragon, is give the hag access to the Glyph of Warding spell and then go nuts with it, if the hag is ancient then have every entrance, window and corridor covered in glyphs, in order to pass over them without setting them off you need to be a Hag or say a password or rhyme (different words and rhymes for different glyphs). In terms of combat whenever a player moves they have to say the word or rhyme as part of their movement, if they don't they set of one or more glyphs. As a DM you can either do a battle map and just place some markers to say where glyphs have been set off or just have them always active and recharge as part of the lair.