Crushing Hug. At the start of the Annis Hag's turn, a creature she is grappling with both hands takes 36 (9d6+5) bludgeoning damage. When the Annis Hag uses this feature, she can't take the Attack action on her turn.
Mimicry. The Annis Hag can mimic animal sounds and Humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) ability check.
Siege Monster. The Annis Hag deals double damage to objects and structures.
Innate Spellcasting. The Annis Hag’s innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At Will: Disguise Self (including the form of a Medium Humanoid), Message, Minor Illusion, Resistance
3/day: False Life (at 3rd level), Fog Cloud, Spider Climb
1/day: Blindness/Deafness, Enhance Ability
Multiattack. The Annis Hag can make three attacks: one with her Bite and two with her Claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6+5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (3d6+5) slashing damage.
Grapple. The Annis Hag can take the Grapple action.
Description
Annis Hags lair in mountains or hills. These hunchbacked and hump-shouldered hags are the largest and most physically imposing of their kind, standing eight feet tall. They can easily tear a fully grown person apart, but they love hunting the young, preferring their flesh above all others.
Annis Hags leave tokens of their cruelty at the edges of forests and other areas they claim to provoke fear and distrust in nearby villages and settlements. To an Annis Hag, nothing is sweeter than making a once-vibrant community paralyzed with terror, so folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children: “Be good, or the Annis will get you.”
When an Annis Hag feels especially cruel, they adopt the appearance of a kindly elder, approach a child in a remote place, and give them an Iron Token, through which the child can magically confide in the Annis Hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then graduating to pushing someone down the stairs or setting a house on fire. Eventually, the child’s terrified family and community face painful decisions of what to do about the seemingly remorseless child.
Much as Annis Hags befriend children in order to corrupt them, they may adopt a group of ogres, trolls, or other creatures, ruling them through brute strength, insults, and superstition.
Iron Token
An Annis Hag can pull out one of their 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 Annis Hag, provided the creature and the Annis Hag are within 10 miles of each other. When the Annis Hag speaks through the token, the holder can hear the Annis Hag’s whisper but not any other sounds at the Annis Hag’s location. Similarly, the Annis Hag can hear the holder of the token but not the noise around it.
An Annis Hag can have up to three Iron Tokens active at one time. As an action, the Annis Hag can discern the direction and approximate distance to those active tokens. The Annis Hag can deactivate any of those tokens at any distance (no action required), whereupon the token retains its current form but loses its magic.
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