The new Monster Manual boasts over 500 creatures, including legendary beings so powerful they can shape the world around them. From a new terrifying hag to the classic retinue of dragons, these creatures can establish lairs—places of power that infuse the environment with their essence. When it comes time for heroic adventurers to confront these monsters in their lairs, it can make for exceedingly epic encounters.
Let's take a look at how these lairs work and how we can flesh out an Arch-hag's lair with the help of the new Core Rulebooks!
How Do Lairs Work?

While many creatures—from a group of goblins to an army of fire giants—might claim a cave or ruin as their stronghold, only certain beings are mighty enough to transform their lair into an extension of their power, amplifying their abilities and warping the region around them.
In the new Monster Manual, creatures with this capability have a dedicated lair section in their entry. This overview of the creature's lair provides examples of where it might be located and descriptions of how its presence alters the region. These creatures might also have notes in their stat block that indicate ways in which the monster is more powerful when characters face it in its lair.
Where's the Lair?
The first part of a creature's lair overview offers inspiration for choosing its location. You can use this in conjunction with the creature's habitat entry to narrow down where the creature might set up shop.
This also helps you stock the environment around the lair, as we explore further on in this article.
Regional Effects
Lairs of legendary creatures can impose unique regional effects on the surrounding area that reflect the creature's power. This could be anything from altered weather, to sinkholes and other environmental changes, to even supernatural phenomena like precognitive fog.
Sometimes, regional effects affect all creatures within a certain distance of the lair. Other times, they only trigger when a creature takes a specific action, like drinking tainted water or finishing a Long Rest within 1 mile of the lair. A few regional effects allow the lair's owner to create an effect or cast a certain spell, often with powerful alterations, while in the lair. Negative effects don't often affect the lair's owner and their allies.
When a creature with a lair is destroyed or it moves its lair elsewhere, the regional effects associated with their lair end immediately.
Potent Power-Ups
Some creatures with a lair can access more uses of Legendary Actions or Legendary Resistances while in their lair. These additional resources make the creatures harder to defeat in their lair, so these creatures have an increased XP value when confronted in the lair.
Fleshing Out an Arch-hag's Lair

The new Monster Manual gives you all the tools necessary to run an epic encounter in a legendary creature's lair. Just crack open your creature's entry, read over the regional effects and stat block, and you're ready to go.
But, if you want to expand upon your encounter to include minions, some exploration leading up to the lair, and a reward for the characters once they finish the fight, everything you need is available in the new Core Rulebooks.
In this section, we'll show you how to prepare for a thrilling showdown with one of the Monster Manual's new high-level threats: the Arch-hag.
Make Sure Your XP Budget is Balanced
The 2024 Dungeon Master's Guide introduces updated rules for encounter difficulty based on the party's level and the XP value of creatures. For a detailed breakdown of the calculations, check out our article on combat encounters.
In this article, we jump straight into applying those guidelines.
Muster Your Arch-hag's Forces

Most monster listings in the new Monster Manual have a habitat entry that helps you stock your adventure environments and encounters. The Arch-hag entry suggests it can be found in any habitat, so we'll keep it classic and choose a swamp environment for our hag's lair.
Now, we can use the Swamp Monsters and Any Habitat Monsters lists in Appendix B of the Monster Manual to fill in our hag's entourage.
Arch-hags often form covens, which can also provide some inspiration for picking out our monster's minions. While Green Hags (CR 3) are thematic, they might be too fragile for an encounter with high-level characters.
In the table below, we reskin a Noble Prodigy (CR 10) from the Any Habitat list to round out the second and third hags of our hag's coven when facing off against higher-level characters. All we have to do is change their creature type to Fey and add the Fey Ancestry trait (see chapter 3 of the new Dungeon Master's Guide for more advice on customizing creatures), and we're ready for some toil and trouble!
Lair Encounters Based on Character Level
The table below provides example encounters for an Arch-hag's lair using monsters from the aforementioned lists.
Example Arch-hag Encounters
Party Size and Character Level | High-Difficulty Encounter XP Budget | Monsters | Actual XP Total |
---|---|---|---|
4 x 17 | 46,800 |
|
46,600 |
4 x 18 | 56,800 |
|
52,800 |
4 x 19 | 68,800 |
|
64,600 |
Create an Exciting Environment

The fight in the hag's lair might be a final, climatic showdown, but that doesn't mean the journey there is simple. Drawing inspiration from classic fantasy tales, let's flesh out the nasty bog our hag has set up shop in.
Let's place our hag's home deep within the swamp, in a remote location surrounded by hazards to ward off potential intruders. The Dungeon Master’s Guide is an indispensable source of inspiration when it comes time to stock the environment around a legendary creature’s lair with all sorts of nasty surprises, especially Chapter 3: The DM's Toolbox.
Scanning through this chapter, we can pick out some non-monster hazards that might be awaiting unwitting adventurers on their way to the hag's lair, such as poisonous gas, fireball fungus, and vicious vine. We can also find rules for heavy precipitation, which makes the swamp more difficult to navigate by giving the characters Disadvantage on Wisdom (Perception) checks.
Our hag might be especially clever and position their lair over a day's journey from the nearest settlement, forcing those attempting to reach the lair to contend with the area's regional effects:
Lapsus Linguae. Creatures (excluding the hag and its allies) within 1 mile of the lair subtract 1d10 from any ability checks they make when they take the Influence action.
Meddlesome Magic. Whenever a creature other than the hag or its allies finishes a Long Rest while within 1 mile of the lair, the next time that creature casts a spell using a spell slot, it also casts Confusion centered on itself. The spell uses the creature's spellcasting ability and doesn't require Concentration.
Random Encounters Leading to the Arch-hag's Lair
Using these hazards and monster listings in Appendix B, we can create a devious list of random encounters for when our party is exploring the region surrounding the legendary creature's lair. While it's entirely optional to do this, random encounters drain the party's resources, establish atmosphere, and help keep the party moving.
In the Arch-hag's Swamp Random Encounters table, you'll find a homebrewed list of random encounters fit for an adventure to our hag's lair. It contains thematic hazards from The DM's Toolbox section of the Dungeon Master's Guide and monsters from the Swamp and Forest habitat lists in the Monster Manual.
For each hour the party spends in the swamp, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters encounter, roll on the Arch-hag's Swamp Random Encounters table. The encounters below are balanced for a party of four level 17-20 characters.
Arch-hag's Swamp Random Encounters
1d6 | Encounter |
---|---|
1 | Heavy precipitation that lasts for the next 4d12 hours |
2 | 1 Gulthias Blight + 2d6 Blights |
3 | Poison gas (scale for level 17-20 characters) |
4 | 4 fireball fungus |
5 | A village full of 2d6 seemingly abandoned buildings that are actually Haunting Revenants |
6 | A roaming Ancient Black Dragon |
Stock the Treasure Trove

As an incredibly powerful and immortal creature, our hag likely has a hoard of carefully curated magical and mundane treasures in their lair. We can build a hoard fit for such a hag using the row for CR 17+ creatures in the Dungeon Master's Guide's Random Treasure Hoard table, which provides this guideline:
- Monetary Treasure: 6d10 × 10,000 GP (average 330,000 GP)
- Magic Items: 1d6 magic items
Then, we can roll on the random Magic Item Rarities table based on the characters' level (or consult the Magic Items Awarded by Level table). For the example hoard below, we're assuming our characters are level 17-20.
Once we have the number of Rare, Very Rare, or Legendary items our hag's hoard contains, we can roll on the Random Magic Item table that corresponds to the Arch-hag's treasure theme, which is Arcana.
Rolling for our hag's hoard would look something like this:
Random Treasure Hoard table results:
- Monetary Treasure: 320,000 GP
- Random Treasure Hoard: 5 magic items
Magic Item Rarities table results:
- 1 Rare item, 3 Very Rare items, 1 Legendary item
Random magic item results:
- Spell Scroll (level 4 or 5 spell) (Rare)
- Nolzur's Marvelous Pigments (Very Rare)
- Spell Scroll (level 6, 7, or 8 spell) (Very Rare)
- Potion of Vitality (Very Rare)
- Enspelled Staff (level 6, 7, or 8 spell) (Legendary)
Legendary Lairs Await
The lairs in the new Monster Manual are more than just backdrops. They help you create and run epic encounters, whether your players are heading into a stinking swamp to fight a hag or ascending a volcano to square off against a mighty red dragon.
A host of legendary creatures and their lairs are waiting to be discovered, so grab your copy of the new Monster Manual today and prepare to unleash these extraordinary creatures on your players!

Mike Bernier (@arcane_eye) is the founder of Arcane Eye, a site focused on providing useful tips and tricks to all those involved in the world of D&D. Outside of writing for Arcane Eye, Mike spends most of his time playing games, hiking with his partner, and tending the veritable jungle of houseplants that have invaded his house.
Since I cannot find it in the DMG, its probably there I just can't find it, how many encounters should the party have a day? The old 2014 doesn't work at all with the new EXP budget system, and I don't see a new chart or guide anywhere in the 2024 version but again maybe I just missed it. I am assuming though that the number is about 3-4, so this would likely be a pretty large swamp
Okay so maybe I misunderstood the way the encounter budget worked, but dear god is that random encounter table throwing this off. The difference between the Gulthias fight and just some heavy rain is kind of big, god forbid you run into the ANCIENT DRAGON as a hostile encounter. Just for the record if you roll 7 tree blights which is the average it is 35,300 EXP and if you roll double 6s it is 49,800 which is higher than the actual Hag boss battle for the 17th level party. Average roll for revenants is 41,300 and high roll for the Revenants is 70,800 which is more than the level 19 party boss fight and frankly a deadly encounter if not instant TPK for the 17th level party. How exactly you would even run an encounter with 7 gargantuan creatures is beyond me, forget about all 12, no game board exists that can fit that mess. Not sure about that one as a random encounter. Frankly if you end up with any 3 encounters from this table in one day, or just 1 really unlucky high roll encounter, your party has a solid chance of being dead out right. Kind of horrifying if the easiest random enemy fight on the list is literally an ancient dragon.
Aside from the frankly insane random encounters, this might be the most useful article in a while. A great example of how to use the lair to make things thematic, and a great guide for someone completely new to DMing for how to make a great lair. A solid showcasing of reskinning existing creatures to meet the needs of the moment, in this case just making the CR10 noble Prodigy a fey. Though I would recommend being careful with having 4 of them since all of them can auto charm on a hit so that may get super annoying fast depending on your party, read the table and plan accordingly. We got a great example of how to calculate loot, an example of how to re-flavor and retype which the DMG did good showcasing, and great traps. Also love the emphasis on remembering weather conditions, since I feel its something many DMs, myself very much included, forget about way to often. Honestly I wouldn't mind getting a few more of these types of articles just show casing different examples High CR monsters in their lairs.
I want to largely second what Theron said, especially with regards to the quality of this article. The demonstration of reskinning monsters and the reminder of the Traits list and wilderness hazards in the DMG was actually helpful. The care taken to design the adventure nearly all the way even up to the loot table was very helpful. I would have liked to have seen the DMG's advice on using a Travel Planner used, rather than the cop-out of "check for a random encounter every hour".
As for Theron's question about daily XP budget, I think the answer is that the design intent has shifted away from 2014's "resource-attrition" model, and therefore a daily budget is less necessary (but not completely un-necessary). The best point of reference is the encounter difficulties in Chapter 3 of the DMG, which in my own experience tend to be somewhat accurate - though I admit I've only run 5e24 for levels 1, 2, and 9 thus far. Basically, each encounter's overall difficulty is fairly independent, and in theory a party with sufficient sources of healing could probably go up against a practically infinite number of Low-difficulty encounters in a day, but a High-difficulty encounter might make them think twice about continuing.
I had the same understanding that it is resource dependent, so not a static number. But the reason I am hoping someone has an answer I missed is that this encounter table has nothing below medium, and most of the encounters are even high-difficulty, so the implication to me would be that the adventuring day is meant for 3 high-difficulty encounters. Honestly that isn't unreasonable, most parties, especially at such high level, have access to powerful magic items that effectively make them several levels above where they actually are, but even the most broken power gaming party would struggle to deal with 3 of these combat encounters in a single day when the Revenant one is a straight up fatal encounter for the level 17 party.
If the standard is instead only 1 high-difficulty encounter a day, then this works fine and honestly could be super thematic. If they actually expect a party to face 3 of these combats in 1 day, that is borderline suicide. With the regional effects punishing any attempts at a peaceful encounter as well, it just seemed kind of odd to have random encounters so overwhelmingly powerful while also making it harder to find a peaceful or non-violent resolution. All that being said just reducing the number of enemies from 2d6 to 1d6 basically fixes it, though again, an ANCIENT DRAGON being the easiest random encounter is still scary.
But you are entirely correct, this entire post was masterfully done aside from that, you could honestly run several full sessions just from this one post.
Boo Lair actions are gone, shame on you WOTC, those where great !
As some have pointed out, let's just focus on the good. At least they remembered to give them a bonus for being in the lair, even if it is just an extra legendary action/resistance.
Watch out for all the crocodiles!!!
What if the black dragon kills the arch-hag?
Great article, and a nice example lair. It would be great to give master tier subscribers a Lair each month based upon the creatures in the MM and built around the DMG encounter creation rules.
Or let players create and sell them like with DM's Guild, with DND Beyond taking a percentage of the sales.
I like to experiment with how much the players can take in a day, and then give them some easy days before ramping up the challenge level. The article probably should have mentioned that these encounters don't need to be fights to the death. If the party stomps on the first random, make them fight the next. But if they get hammered, let them run away.
I generally don't have intelligent creatures fight to the death if escape is a reasonable option. Having the dragon retreat early in the fight after realizing this is a dangerous party makes sense for an ancient creature. The Revetments could be described as having a specific territory that the party can retreat out of, then circle around. You could also have the rain stop and the sun shine through after a round or two, causing the blights to flee into the shadows. If the players insist on continuing to attack overpowered random encounters, they might not make it to the end of the Lair, and that's okay too.
So no more lair actions. Lame.
I concur