Medium Fiend, Neutral Evil
Armor Class 14 (natural armor)
Hit Points 50 (6d8 + 23)
Speed 30 ft.
STR
14 (+2)
DEX
13 (+1)
CON
13 (+1)
INT
18 (+4)
WIS
18 (+4)
CHA
20 (+5)
Skills Deception +6, Insight +5, Perception +5, Stealth +5
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 13
Languages Abyssal, Common, Infernal, Primordial
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

1/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Hag Coven. Alley Hags always form covens. Unlike other hags, these covens are made up exclusively of Alley Hags. Also unlike their hag sistren, Alley Hags work together to support the interests of their coven above and beyond their individual desires. This collegiality is more to do with the intense self-pity that the hags share, than any sense of communal responsibility.

A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into Conflict, the result is usually chaos.

Shared Spellcasting (Coven Only): While all three members of a hag coven are within 30 feet of one another, they can each cast the following Spells from the wizard's spell list but must share the Spell Slots among themselves:

• 1st level (4 slots): Identify, Ray of Sickness
• 2nd level (3 slots): Hold Person, Locate Object

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 2) 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.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Tug at Heartstrings (1/Day). While within 1 mile of their coven's lair, an Alley Hag can suggest a course of activity (limited to a sentence or two) and magically influence up to twelve creatures of their choice that they can see within 60 ft and that can hear and understand the hag. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act automatically negates the effect of the spell.

Each target must make a Wisdom saving throw (DC 12). On a successful saving throw the target will simply feel no compulsion to follow the suggestion; indeed, they might choose to follow it anyway, for their own reasons. On a failed save, the target pursues the course of action the hag described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.

A hag can also specify conditions that will trigger a special activity during the duration. For example, they might suggest that a group PCs confront a street gang which has been harassing the coven when the PCs next come across members of that gang. Alternatively, the hag might suggest that the PCs enter the first red and gold door they see and trash any rooms they find behind that door. If the condition isn't met before the spell ends, the activity isn't performed.

If any coven members damage a creature affected by this spell, the spell ends for that creature.

Description

Alley Hags take on the appearance of poor, sometimes stricken, children.  They can appear as any humanoid race and usually choose an appearance that they calculate will engender the most concern and sympathy from their potential targets.

The hags try to persuade a target, or group of targets, to follow them to their lair.  If that fails they will then use Tug at Heartstrings to supernaturally motivate the target(s) to go with them to the lair.

Once the target(s) are in the lair, and have come into contact with the "soak" rags, the hags will do their best to keep them their without attacking them.

If targets make it clear that they are going to leave the hags must make a Wisdom saving throw (DC 12). On a successful throw they manage to keep their anger under control and allow the victims to leave. On a failed save the hags go into an angry temper tantrum, attacking their victims with all their might.

Alley Hags are canny, they are intelligent and streetwise, they will act to get as much out of their victims without being found out.  This includes allowing victims to leave, while imploring them to come back at a later time. Alley Hags will play the long con!

Lair and Lair Actions

Alley Hags usually gang together in desperately poor parts of towns and cities.  They set up a lair in abandoned buildings, ruined structures and even sewer systems.  The lair is always demarcated by filthy, grey rags being draped or hung around it's perimeter.  These rags are "soaks", magical items which draw life-force (hit points) from any living creature that enters the lair.

When a living creature of medium size or greater enters the lair the rags are so positioned that, unless the creature deliberately avoid them, they will touch the creature.  from that moments forward the creature must make a Wisdom saving throw (DC 12 + number of hags present, up to 3) every minute or lose one hit point. That hit point is transferred to one of the  hags present, as determined by the DM, either replenishing permanent hit points of becoming temporary hit points. On a successful save the creature becomes aware of feelings of nausea and lethargy, as though they are falling under the influence of some illness, but they do not lose any hit points. The draining effect ends if any coven member attacks a creature, if there are no hags in the lair or if the rags themselves are removed from the lair or destroyed. Destruction includes, but is not limited to, shredding, burning or dissolving in acid.

Monster Tags: Hag

Habitat: Urban

DomHK

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