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:
2/day each: plane shift (self only), ray of enfeeblement, sleep
1/day geas
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Shared Spellcasting. 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
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying, geas
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier.
Ritual Spell: As a Coven of three Hags can work together to cast modify memory at 9th level as a ritual that takes 24 hours of unbroken casting. If cast on the same day, once a year for five years, to achieve the same effect on the same victim, this effect becomes permanent and is not detectable by any means short of Divination with a God or Demigod or a detect thoughts spell and the right questions as decided by the DM.
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.
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.
Summon Commoners; When a City Hag feels threatened, as an action, she can summon the Charmed individuals it has dominated over time (no matter where they were or what they were doing,) to come to her aid:
1d8 unarmed Commoner per round for 3 rounds will come to protect the Hag and try and thwart the party in whatever way they can. (If possible, use NPCs that the characters are familiar with.) 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.)
If the Hag leaves the area, the Commoners will revert to normal behaviour with no memory of what happened or how they got there. They cannot then be charmed in this way for ten days.
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.
Lair and Lair Actions
Summon Commoners; When a City Hag feels threatened, as an action, she can summon the Charmed individuals it has dominated over time (no matter where they were or what they were doing,) to come to her aid:
1d8 unarmed Commoner per round for 3 rounds will come to protect the Hag and try and thwart the party in whatever way they can. (If possible, use NPCs that the characters are familiar with.) The commoners 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.)
If the Hag leaves the area, the Commoners will revert to normal behaviour with no memory of what happened or how they got there. They cannot then be charmed in this way for ten days.
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