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Green Hag (Coven Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is
inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and
Magic Items
Acquisitions Incorporated
At rank 2, you gain the use of a weathered leather pouch that is an uncommon magic item. The portfolio keeper holds and organizes notes, brochures, and business cards bearing your contact information
. It also has an inexhaustible supply of brochures related to your franchise’s current branding scheme.
When you meet someone for the first time, their details and a rough sketch are magically
Monsters
Mordenkainen's Fiendish Folio Volume 1
, and caverns inhabited by much larger, more dangerous folk. The jermlaine huddle in their small tunnels, avoiding contact with all other creatures unless they can marshal overwhelming numbers. When the
overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks.
Hidden Threat. The jermlaine's skin is rough
Backgrounds
Sword Coast Adventurer's Guide
, and thieves’ toolsEquipment: A set of clothes appropriate to your duties and a pouch containing 20 gp
FEATURE: EAR TO THE GROUND
You are in frequent contact with people in the segment
of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection
Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little practical experience
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.
Feature: Ear to the Ground You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
areas 12c and 12d by crawling along the walls. 12a. Bat Roosts The bare walls and floors of these connected chambers are covered with bat guano, and the 10-foot-high ceiling is made of rough stone. Four
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
engages mainly in violent crime, including armed robbery, assault, arson, and murder. As its reputation has grown, it has added extortion to this list. If you have a contact in Daask, you might know
someone on the Daask Contacts table. Daask Contacts d6 Contact 1 Whyhyr (gnoll), a talented tracker, loves a good hunt and finding people who don’t want to be found. 2 Ralscar Shal (goblin) is a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Werebat Caves These dark, rough-hewn caves have rubble-strewn floors and 30-foot-high ceilings. In total, nineteen goblin werebats (see appendix A) dwell here. If combat breaks out anywhere in
these caves, all the werebats in the four sections of area 16 quickly join the fray. The noise also alerts the werebat boss in area 14, who investigates. 16a. Werebats in Bat Form Werebats. Three goblin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
engages mainly in violent crime, including armed robbery, assault, arson, and murder. As its reputation has grown, it has added extortion to this list. If you have a contact in Daask, you might know
someone on the Daask Contacts table. Daask Contacts d6 Contact 1 Whyhyr (gnoll), a talented tracker, loves a good hunt and finding people who don’t want to be found. 2 Ralscar Shal (goblin) is a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
engages mainly in violent crime, including armed robbery, assault, arson, and murder. As its reputation has grown, it has added extortion to this list. If you have a contact in Daask, you might know
someone on the Daask Contacts table. Daask Contacts d6 Contact 1 Whyhyr (gnoll), a talented tracker, loves a good hunt and finding people who don’t want to be found. 2 Ralscar Shal (goblin) is a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rock draperies formed by water seepage.
Fungi. Growing out of mounds of bat guano are several towering zurkhwoods, as well as patches of barrelstalk, bluecap, and trillimac.
Noise. Eerie clicking
to avoid contact with large, well-armed groups. A party of adventurers moving through the cavern with light sources is enough to keep the hook horrors at bay, as they click and chirp eerily to one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rock draperies formed by water seepage.
Fungi. Growing out of mounds of bat guano are several towering zurkhwoods, as well as patches of barrelstalk, bluecap, and trillimac.
Noise. Eerie clicking
to avoid contact with large, well-armed groups. A party of adventurers moving through the cavern with light sources is enough to keep the hook horrors at bay, as they click and chirp eerily to one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rock draperies formed by water seepage.
Fungi. Growing out of mounds of bat guano are several towering zurkhwoods, as well as patches of barrelstalk, bluecap, and trillimac.
Noise. Eerie clicking
to avoid contact with large, well-armed groups. A party of adventurers moving through the cavern with light sources is enough to keep the hook horrors at bay, as they click and chirp eerily to one
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Cloak of displacement Wondrous item Yes Cloak of the bat Wondrous item Yes Cube of force Wondrous item Yes Daern’s instant fortress Wondrous item No Dagger of venom Weapon No Dimensional
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries






