Green Hag
Playable Hag ยท D&D 5e

Green Hag

The Hag of Masks and Secrets

Poison, Acid and Plant

Lore

Who she is.

She is whoever you need her to be.

The Green Hag is the most dangerous of the six because she never lets you know you're in danger. She lives in the forest that is supposed to be magical and good. She speaks with the voice of the grandmother who raised you. She has the face of the healer who helped your child.

By the time you understand what she is, she has already taken what she came for. The worst part is you gave it to her willingly.

In the coven, the Green Hag is the one who talks first. She scouts, she charms, she builds the pact. The other hags are more powerful once battle starts. The Green Hag ensures battle never starts until she wants it to.

She had been the town's beloved healer for eleven years. When they finally figured it out, the part that broke them wasn't what she had taken. It was remembering how much they had trusted her.
Acidic SwampCoven magic: Acidic Swamp

The Creature

What she is made of.

Choosing the Green Hag in the character creator settles three things: the element of every damaging spell she can learn, the weakness she has to play around, and her coven magic.

ElementPoison & acid

Every damaging spell she learns must match one of her elements below, whichever class list it comes from. Necrotic and physical damage and utility spells are open to every hag.

poisonacidplant
Away from CorruptionWeakness

You draw your strength from corrupted nature: cursed woods, swamps, land tainted by dark magic. After a full day away from it you cannot use Coven Magic, you have disadvantage on all saving throws and skill checks, and your speed is halved, until you return to corrupted ground.

Acidic SwampCoven Magic

Acid / Terrain Control. Cast together with her sisters, once per long rest across the whole coven. The full spell is below.

Her Coven Magic

Green Hag

Acidic Swamp

Acid / Terrain Control
acidCON save30-foot diameter

A 30-foot diameter of ground sinks into caustic bog, thorned roots and steaming water. Each creature in the area makes a Constitution saving throw against your spell save DC. On a failure it takes (H + half your level)d4 acid damage and is Poisoned. On a success it takes half damage and is not Poisoned. A creature Poisoned this way repeats the saving throw at the end of each of its turns, ending the condition on a success.

Poisoned: the creature has disadvantage on attack rolls and ability checks.

At character level 4

A creature that fails the initial saving throw is also Restrained by the roots. It repeats the Constitution saving throw at the end of each of its turns, ending both conditions on a success. The ground stays difficult terrain for 10 minutes.

At character level 8

Acidic bubbles rise through the bog. As a lair action at initiative 20, choose a point anywhere inside the swamp: every creature within 15 feet of it makes a Dexterity saving throw against your spell save DC, taking 4d6 acid damage on a failure and half as much on a success. Anything Restrained cannot move out of the burst.

Costs Bottled Marsh Gas · once per long rest, for the whole coven
Coven Magic and New Spells

Early Access

The Green Hag creature PDF is coming.

Get it free when it drops, plus updates as each creature is finalised.