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Monster Details

Detailed information for this bestiary entry

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Green Hag

Monster Stat Block

Medium Fey, Neutral Evil

AC17
Initiative+1 (11)
HP82 (11d8 + 33)
SpeedWalk 30 ft., Swim 30 ft.
STR18
MOD+4
SAVE+4
DEX12
MOD+1
SAVE+1
CON16
MOD+3
SAVE+3
INT13
MOD+1
SAVE+1
WIS14
MOD+2
SAVE+2
CHA14
MOD+2
SAVE+2
SkillsArcana +5, Deception +4, Perception +4, Stealth +3
SensesDarkvision 60 ft.; Passive Perception 14
LanguagesCommon, Elvish, Sylvan
CRCR 3 (XP 700; PB +2)

Traits

Amphibious. The hag can breathe air and water.

Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spell-casting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.

Actions

Multiattack. The hag makes two Claw attacks.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.

Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks): At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)

Found on p.156 of MM2025 (Free Rules)

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