# Coven Green Hag

*Medium* *Fey*

- **Armor Class:** 14
- **Hit Points:** 97 (15d8+30)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 5 (1,800 XP)
- **Source:** [A5e Monstrous Menagerie](https://enpublishingrpg.com/products/level-up-monstrous-menagerie-a5e) page 269

| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 14 (+2) | 14 (+2) | 14 (+2) | 14 (+2) | 16 (+3) |

- **Saving Throws**: Con +4, Wis +4
- **Skills:** arcana +4, deception +5, insight +4, perception +4, stealth +4
- **Senses:** darkvision 60 ft., passive Perception 14
- **Languages:** Common, Draconic, Sylvan

### Special Abilities

- **Amphibious:** The hag can breathe air and water.
- **Innate Spellcasting:** The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas

### Actions

- **Multiattack:** The hag attacks twice with its claws and then uses Hex if not in beast form.
- **Beast Form:** The hag magically transforms into a Large or smaller beast or back into its true form. While in beast form  it retains its game statistics can't cast spells can't use Hex  and can't speak. The hags Speed increases by 10 feet  and when appropriate to its beast form it gains a climb  fly  or swim speed of 40 feet. Any equipment the hag is wearing or wielding merges into its new form.
- **Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- **Hex (Gaze):** A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw  the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
- **1:** Charm Hex. The target is charmed by the hag.
- **2:** Fear Hex. The target is frightened of the hag.
- **3:** Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity  the hag can cause the activity to fail.
- **4:** Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
- **Invisibility (2nd-Level; V, S, Concentration):** The hag is invisible for 1 hour. The spell ends if the hag attacks  uses Hex  or casts a spell.


