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monster

Arch-hag

Arch-hag
Arch-hag
CR 21
Large Fey, Neutral Evil
Reveal Stat Block
Armor Class
20
Hit Points
333 (29d10 + 174)
Speed
40 ft.
str
24
+7
dex
15
+2
con
23
+6
int
19
+4
wis
19
+4
cha
25
+7

Traits

Legendary Resistance (4/Day, or 5/Day in Lair).If the hag fails a saving throw, it can choose to succeed instead.
Magic Resistance.The hag has Advantage|XPHB on saving throws against spells and other magical effects.
Spiteful Escape.When the hag drops to 0 Hit Points|XPHB, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag's most hated thing). Otherwise, the hag drops to 1 Hit Points|XPHB|Hit Point and teleports to a harmless demiplane, and it can't return to the plane it left for 2d6 days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage|XPHB on ability checks and saving throws, and the hag knows its location anywhere in the multiverse.

Actions

Multiattack.The hag makes two Spectral Claw attacks and uses Crackling Wave.
Spectral Claw.m,r 14, reach 10 ft. or range 60 ft. ({@damage 3d6 + 7) Force damage. If the target is a Large or smaller creature, it has the Prone|XPHB condition.
Crackling Wave.dex 22, each creature in a 60-foot Cone [Area of Effect]|XPHB|Cone. 32 ({@damage 5d12) Lightning damage. Half damage. {@actSaveSuccessOrFail The target is cursed until the end of the hag's next turn. The target can't take Reactions until the curse ends.
Legendary Actions.The creature can take 3 legendary actions...
Hag's Swipe.The hag makes one Spectral Claw attack.
Malicious Magic.The hag uses Spellcasting to cast Dimension Door|XPHB or Hypnotic Pattern|XPHB. The hag can't take this action again until the start of its next turn.

Arch-hag

Arch-hag

Hag of Forbidden Secrets and Magical Malice

Immortal and unpredictable, arch-hags hoard secrets and strike magical bargains, altering fate to indulge their fickle whims. These timeless schemers pursue the secrets of the multiverse and work strange magic in pursuit of their inscrutable goals.

Arch-hags are unpredictable, self-interested, and greedy, with bizarre fascinations and affectations. Nevertheless, they often make deals to further their plots. These hags are fonts of secret knowledge, particularly lore regarding forbidden magic and multiversal secrets. They might share their knowledge, but their secrets always have a price. In trade for their secrets, arch-hags might request peculiar errands, valuable magic items, or preternatural currency, like one's memories, a year of one's life, or the ability to cry.

Most arch-hags avoid battle, but if forced to fight, they unleash dangerous magic, such as spectral claws, arcing lightning, and mind-bending spells. An arch-hag can curse other magic-users, confounding the spellcasters' incantations and forcing the spellcasters to say the opposite of what they mean. Even if an arch-hag is brought low, its preparations allow it to magically slip away and begin plotting its revenge.

Every arch-hag has a unique weakness tied to a fateful encounter the hag had in the past or something that embodies the antithesis of the hag's magic. A hag goes out of its way to keep this vulnerability secret. Although an arch-hag isn't physically harmed by its weakness, it can be destroyed only while its weakness is nearby. Roll on or choose a result from the Arch-hag Anathemas table to inspire an arch-hag's weakness.

Heh! People who know too much grow old before their time. Ask me your questions, but be certain that every secret has its cost.

Arch-hag Lairs

Each arch-hag creates a magical home, such as a hidden demiplane, a mansion atop a storm cloud, or—in the case of the arch-hag Baba Yaga—a hut atop giant chicken legs. The interiors of these lairs frequently change or exhibit bewildering features.