Medium Fey, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 105 (12d8 + 42)
Speed 30 ft., fly 50 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
11 (+0)
WIS
15 (+2)
CHA
17 (+3)
Skills Deception +6, Perception +5, Performance +6, Stealth +5
Damage Resistances Cold, Thunder
Condition Immunities Deafened
Senses Darkvision 60 ft., Passive Perception 15
Languages Auran, Common, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Keen Hearing. The hag has advantage on Wisdom (Perception) checks that rely on hearing.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:

At will: dancing lights, disguise selfgust of windminor illusion, thunderwave
3/day each: charm personcyclone (new)wind funnel (new)wind wall
1/day each: control winds*

See Invisibility. The hag can see invisible creatures and objects as if they were visible, and she can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Actions

Multiattack. The hag makes two claw attacks. If both attacks hit the same target, the target takes 9 (2d8) extra slashing damage.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Improved Invisibility. The hag magically turns invisible until her concentration ends (as if concentrating on a spell) or she casts a spell. Any equipment the hag wears or carries is invisible with her.

Shrieking Howl (Recharge 5–6). The hag shrieks loudly enough that she can be heard from up to 500 feet away. Each other creature within 60 feet of the hag must make a Constitution saving throw. On a failed saving throw, a creature takes (2d8) thunder damage and (2d8) psychic damage and it is deafened until the end of the hag's next turn. While a creature is deafened in this way, it is confused, giving it disadvantage on attack rolls, Intelligence checks, and Wisdom checks. Other howling hags are immune to this ability.

Description

Howling hags prefer to live near or within the communities of the humanoids they prey upon, usually hiding within towns and cities. These hags hide their true form, which is yellow or tan, wrinkled, and sagging, behind a carefully-crafted illusory disguise, living as beautiful performers, artists, merchants, and even courtesans. Howling hags especially enjoy any role that enables them to make use of their alluring singing or speaking voice. They use the opportunities afforded by these personas to strike at their victims, invisibly carrying them away when they won't be heard or tearing them apart with both claws in one deadly embrace.

Masters of Wind. Howling hags have a magical affinity for wind and sound. They can command winds to push or pull foes, to hurl them into the air, or to create a protective wall. When they spread their arms wide, wind rushes to them, carrying them into the air in magical flight. They have excellent hearing even for hags, and their innate magic protects them from losing their hearing.

Vain of Voice. There are few hags more vain than howling hags, and their vanity is the strongest in regards to the sound of their voice. A howling hag's voice changes while they are disguised by their own magic, becoming lovely and melodic. However, a howling hag's true voice -- heard only when her true form is revealed -- is raspy, grating, and physically painful to listen to. Despite this, howling hags believe their true voice to be the most beautiful of all, saved as a gift for those they devour. They are remarkably easy to flatter when it comes to their true voices, but insulting one will greatly enrage the hag.

Covens. A howling hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP).

Monster Tags: Hagfey

Habitat: DesertGrasslandMountainUrban

BenevolentEvil

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