Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At will: disguise self, fog cloud
Multiattack. The Annis makes three attacks: one with her bite and two with her claws
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
Description
Despite being hunchbacked and hump-shouldered, Annis Hags are the largest and most physically imposing of their kind, standing eight feet tall with deformed blue-grey skin, bulbous protrusions on their body, and gnarly clawed hands. Their faces resemble that of a deformed elderly woman with exaggerated features such as large ears, bulging eyes, and an oversized mouth. Upon their backs lies the skulls of other creatures the Annis has devoured and its body is wrapped in vines and branches that seem to protrude out from under its skin. It's mottled hair hangs around its face and can conceal the horrific visage beneath until it reveals itself with a large, toothy smile that belies the unnaturalness of its face.
Tormenting the Weak. Although Annis Hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows signs of this industry.
Annis Hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an Annis, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to be "be good, or the Annis will get you."
Child Corrupter. When an Annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child it's okay to have bad thoughts and do bad deeds—starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house fire. Sooner or later, the child's family and community become terrified of the "bad seed: and must face the awful decision of whether the child should be punished or exiled.
Tribe Mother. Much in the way that they befriend children in order to corrupt them, Annis Hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.
Iron Token. An Annis Hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag’s voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it. A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.
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