Medium Fey, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 105 (14d8 + 42)
Speed 30 ft.
STR
20 (+5)
DEX
14 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws CON +6
Skills Deception +6, History +5, Intimidation +6, Perception +5, Stealth +5
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 15
Languages Common , plus up to three languages common within the hag's urban setting (draconic, dwarven, elven, giant, gnome, halfling, orcish, etc.)
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

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: locate object(alcohol only), prestidigitation, unseen servant, vicious mockery

3/Day each: crown of madness, Tasha's hideous laughter

1/Day each: enthrall

Drunkard's Luck. The hag has three luck points. Whenever she makes an ability check, an attack roll, or a saving throw and have disadvantage on the roll, she can spend one luck point to cancel the disadvantage for that roll.

Healthy Drinks. Whenever the hag chugs a bottle of strong liquor, she regains 4d4+4 hit points. Whenever she chugs a bottle of ale, she regains 2d4+2 hit points. It takes her an action to empty a bottle. With a reaction or a bonus action, she can take a swig of drink. A swig of strong liquor heals her 1d4+1 while a swig of ale heals her 1 hit point. A booze hag usually start a fight with 1d4 bottles of strong liquor and 2d6 bottles of ale.

Tipsy Sway. Whenever the hag uses her claw attack, she gains the benefits of the Disengage action.

Actions

Booze Bottle. Ranged Weapon Attack: +5 to hit., range 20/60 ft., one target. Hit: 9 (2d6+2) bludgeoning damage. On hit, the bottle breaks, covering its target with alcohol.

Claws. (Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female 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.

Chug. The hag chugs a bottle of alcohol, regaining 4d4+4 hit points if its strong liquor or 2d4+2 hit points if its ale. (As a bonus action, she may drink a swig).

Reactions

Just a Swig. The hag drinks a swig from one of her many alcohol bottles, regaining 1d4+1 hit points if its strong liquor or 1 hit point if its ale.

Description

Hags are creatures of malice and hatred. Booze hags love hurting people nearly as much as they love alcohol. They form networks within the shady back alleys and dirty sewers of populated cities. 

Taverns and Pubs. Booze hags use their change shape ability to create identities that are regulars within drinking establishments, as well as conniving with criminal circles as a mean to acquire as much alcohol as they possibly can. Hags that are well-established within cities always acquire at least one tavern or pub, as a means to have permanent access to as many drinks as they want.

Crime Syndicates. It is not rare to see these type of hags hanging out with crime syndicates. In many cases, the hag will pose as different members of various crime groups, pushing the members within to be as malicious and evil as possible. In many cases, the hag will influences these crime groups to hire children and use them to commit illicit activities with the intent of corrupting them while they're still young.

Covens. A booze 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).

Lair and Lair Actions

Lair Actions

A powerful booze hag might have the following additional lair action:

  • The hag creates a thick cloud of intoxicating booze vapors that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures in the vapors must make a DC 14 Constitution saving throw or become affected by alcohol poisoning (poisoned condition) until the next round.

 

Regional Effects

A powerful booze hag creates one or more of the following additional regional effects within 1 mile of her lair:

  • The amount of street urchin is notoriously high. The majority are under the influence of one or more of the hag's aliases, reporting to her about the events of the neighbourhood.
  • Creatures around the neighbourhood are more prone to aggressive behaviors.
  • Creatures in the neighbourhood need less alcohol to get drunk.

Monster Tags: Hag

Habitat: Urban

Viandemoisie

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