Medium Fey (Hag), Typically Chaotic Evil
Armor Class 14 (natural armor)
Hit Points 97 (13d8 + 40)
Speed 30 ft., Swim 25 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
12 (+1)
WIS
13 (+1)
CHA
12 (+1)
Saving Throws CON +6
Skills Deception +4
Damage Resistances Necrotic
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft. , Passive Perception 11
Languages Common, Primordial, Sylvan
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Scabrous Fortitude. When the hag drops below half of her hit points, she gains resistance to Bludgeoning, Piercing and Slashing Damage.

Actions

Multiattack. The blood hag makes three attacks with her claws or two with her ritual dagger.

Claws.
Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Ritual Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage. Hit points lost to this damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Innate Spellcasting. The hag's innate spellcasting ability is Constitution (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Toll the dead, detect magic

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up 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.

Bonus Actions

Rain of Blood. The blood hag can cause the wounds of a creature within 30 ft. to bleed profusely. The target must make DC 13 Constitution save or begin bleeding, taking 1d4 necrotic damage. At the start of each  of its turns, it can then repeat the saving throw, ending the effect on a success. Alternatively, the creature, or a creature within 5 feet of it, can use magical healing to end the effect.

Reactions

Blood Magic. When a living creature drops to 0 while within 10 ft. of the blood hag, the hag can use its reaction cast one of the following spells, requiring no material components:

Fear, bane, toll the dead

Description

Blood hags are one of the hags that enjoy living within cities and villages. The close proximity to victims and labyrinthine streets allows the hag to go about their business: the business of striking fear into communities and collecting blood forcefully.

Most hags like to have mortals come to them for bargains, the blood hag prefers a more hands on approach. Using threats of violence and intimidation tactics to reveal if someone has something of value.

Murderous Havoc. Blood rags love the chaos that ensues when someone is murdered. All the better when someone innocent is blamed and punished for their deeds. Causing fear and framing others is almost as satisfying as the first initial kill.

Covens. A blood hag that is part of a coven (see the “Hag Covens” sidebar in the Monster Manual) has a challenge rating of 9 (5,000 XP).

Monster Tags: Hag

Habitat: ForestUnderdarkUrban

ResnepsNrobnogard

Comments

Posts Quoted:
Reply
Clear All Quotes