Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: confusion
2/day each: plane shift (self only), ray of enfeeblement, sleep modify memory, seeming
1/day geas
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) 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.
Summon Commoners; When a City Hag feels threatened she can summon the Charmed individuals it has dominated over time to come to her aid: 1d4 unarmed Commoner per round for two rounds will come to protect the Hag and try and thwart the party in whatever way they can. They will risk themselves to protect the hag and, if they have no other options, will attempt to grapple - if they are successful the characters are either restrained or made prone (when attempting to grapple the Characters, where possible, two commoner will attempt to grapple with Advantage.)
Iron Token
A City Hag can take a part of a humanoid they have killed and spend 1-minute magically shaping and polishing it into a token of the DM's choosing. After that; any creature holding 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 her active tokens. The hag can instantaneously deactivate any of her tokens at any distance (no action required), then the token keeps its current form but loses its magical properties.
Description
City Hags are generally deeply embedded in their chosen community. Unlike their sisters, Hidden Hags are attracted to busy, built up, metropolitan areas where they hide in the open. They will dominate, charm and possess the people around them, as they build a loyal army of minions who will protect and divert any suspicions as they prey on the weak and the vulnerable.
Tormenting the Weak.
Hidden Hags are physically smaller and weaker than most other hags, they use cunning, magic and their evil nature to thrive, hidden in their city. They love hunting the weak or the unsuspecting; they will prey on the vulnerable in their community; elderly, children, lonely or isolated individuals - preferring their flesh above all others. Often these urban hags will use the bodies of victims to make goods which they sometimes sell; meat pies, supple leather, bone dice and baby dolls. A City Hag's lair often shows the signs of this industry.
City Hags often provide a useful service to their community which gives them access to vulnerable prey; running an orphanage or hospital, a sweet shop, bakery or butcher. These roles enable to City Hag to operate without arousing suspicion. A City Hag will gradually corrupt those around them, bonding with individuals who will protect them, vouch for them and sometimes draw suspicion away from them. City Hags can endow their followers with minor illusory powers and will cast illusionary magic upon them so that suspicious adventurers can often mistake them for the Hag, giving the real Hag time to escape.
Child Corrupter. When a hag feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child and gives it an iron token that it can use to confide in her. Over time, “Granny” convinces the child that 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 on 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.
Iron Token
A City Hag can take a part of a humanoid they have killed and spend 1-minute magically shaping and polishing it into a token of the DM's choosing. After that; any creature holding 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 her active tokens. The hag can instantaneously deactivate any of her tokens at any distance (no action required), then the token keeps its current form but loses its magical properties.
Cuckoo.
A City Hag can place their offspring within a family, altering their memories so that they raise the Infernal Hag Baby as their own, thus creating generations of City Hags hidden in a town or city.
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