Bruxas Novas

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NEW HAos (IMPERMISSICON)

Hags are fey known for their malevolence more than


anything else, even beyond their penchants for alchemy,
magic, and eldritch powers. They adore deception and
destruction, and they sustain themselves by devouring
humanoids. Hags make twisted bargains that sabotage
their victims, and steal children away to consume or
even transform into new hags.

DEATH HAG
When a night hag gathers over a hundred twisted souls:"
she can transform into a more powerful kind of fiendish
hag known as a death hag. Death hags are much larger
than night hags, towering over other kinds of hags at ten
to eleven feet tall They have withered violet skin, fangs,
and pointed ears. Some have twisted horns like those of Undead AJ.1ies. Death hags are capable of seizing
a goat or ram, while others lose their horns in the trans- control of weaker undead, and they use this power to
formation from night hag to death hag. Each one carries surround themselves with undead minions such as
a huge scythe adorned with bones and skulls, enchanted ghouls, skeletons, specters, zombies, and even other
with potent death magic, and can ride the scythe as if it hags (raised as withering hags} For undead that are too
were an enchanted flying broom. They ride their scythes powerful to control through magic, such as liches or
invisibly through the dark of night, cackling and stealing vampires, some of the more conniving death hags will
corpses to use for their foul purposes. make deals, arrangements, or even alliances to secure
1\visting Good to Evil Just as night hags often enjoy greater power. As with all hags, these bargains are
twisting a living soul from good to eviL death hags revel always secretly in the hag's favor.
in their ability to twist the once-noble dead into undead Covens. A death hag that is part of a coven (see the
paragons of evil Instead of returning the creature to life "Hag Covens" sidebar in the Monster Manual) has a
by retrieving their original souL the hag fashions a dark challenge rating of 13 (10,000 XP}
mirror of their soul to inhabit the body in its place.
This mirror shadow-soul has all the skills, memories, ELDRITCH HAG
and personality of the original souL except that any pain, On the rare occasions when a hag becomes lost in the
grudges, or unfinished business lingering from their life Far Realm, the strange energies of that realm transform
is twisted into the fuel for anger, hatred, and evil Once her into an aberrant hag known as an eldritch hag. Her
risen, these creatures of good-turned-evil will seek out skin turns pale and slimy, her claws become webbed,
the ones who wronged them and enact their terrible she gains gills, and she grows three to five tentacles out
vengeance. Even their once-loved ones become targets of her back. She loses her eyes, but it doesn't stop her
for their hatred, as the hag's magic twists the heartache from seeing, and her victims may still feel her eerie gaze
at missing those loved ones into hatred and indignation. upon them, and even meet her sightless gaze somehow.
Tragically, these risen champions will often turn to With just a look, she can inspire madness and warp a
harming unrelated innocents in a misguided attempt to creature's body with strange Far Realm energies.
satisfy the endless pain inside them. The shadow soul Eldritch hags always return to the Material Plane or
believes itself to be the originaL and doesn't understand the Feywild in time, and when they do they search for a
that the hag has twisted its emotions. The hag delights place near water to make their lair, usually at the edges
in watching all of this from afar. Her favorite outcome is of coastal cities and villages. Eldritch hags feel a natural
when the tales of the champion's good deeds are finally compulsion to open the Far Realm to the planes and let
replaced by the legends of the twisted, evil villain and the denizens of that other world flood into this one.
their rampage of vengeance. Thief of Memories. An eldritch hag can consume the
Torment from Beyond Death hags take pleasure in memories from inside a person's own mind When she
any pain caused by bringing the dead back from beyond does, she can replace the devoured memories with new
the grave. The target of their revival doesn't need to be a fake memories. The new memories may be completely
good-hearted hero for the death hag to be amused She different from the originals, or they could be eerily sim-
also enjoys watching other anguishes unraveL such as ilar with a few small but important alterations. The hag
raising a widow's lost husband after she has happily relishes the taste of real memories, and she enjoys the
remarried, or returning a monarch after the new one sadistic harm she can cause with the fake memories. An
has already been crowned to cause strife. Death hags eldritch hag will often amuse herself by slowly altering a
will eagerly bargain to resurrect the lost loved ones of victim's entire identity or causing everyone they know to
their victims without revealing the likely tragic outcome. entirely forget who they are.

ART CR.tDIT: "Stygian Witches (aka Hags)" by Brian LeBlanc ( vl.0) FROM THE IMPERMISSICON

BY BENEVOLENT EVIL (@":vil'li,nevoler t) D&D UNLEASHED


Hatred of Magic. Eldritch hags despise all non-psionic
magic, and this hatred influences their choice of victims.
Anyone with any magical power, talent, or learning is in
danger when an eldritch hag is near. She loves to make
spellcasters hurt, and she finds no child more delectable
than one with magical power.
While their hatred of magic causes eldritch hags to
loath most other kinds of hags, eldritch hags consider
riddle hags to be their greatest nemeses above all
Illithid Intrigue. Eldritch hags and illithids often find
reason to work together, but the two factions rarely trust
each other. The illithids use these Far Realm hags as a
mercenary to be employed against their more magical
enemies, and the hags use the illithids to gain access to
new victims and new sources of power.
When these arrangements fall apart, the eldritch hag
can seriously threaten even the more powerful colonies
of illithids. The hag's ability to reshape memories can be

DEATH HAG living and the dead. She can ride the scythe as if it were a
Large fiend, neutral evil broom of flying, although she cannot attack with it while
doing so. While she holds the scythe, other creatures
within 30 feet of her can't regain hit points unless she
Armor Class l 7 (natural armor) allows it. If the scythe is lost or destroyed, the hag must
Hit Points 152 (l 6dl O + 64) craft another, which takes a year and a day and can only be
Speed 30 ft. done in Hades. Only a death hag can use a reaping scythe.

SlR DEX CON INT WIS CHA


Actions
Multiattack The hag makes three claw attacks, or one claw
19(+4) 16(+3) 18(+4) 17(+3) 14(+2) 18(+4) attack and one reaping scythe attack.

Skills Arcana+ 7, Deception + 12, Perception +6, Claw (Hag Form Only). Melee Weapon Attack: +8 to hit,
reach 5 ft. , one target. Hit: l 3 (2d8 + 4) slashing damage
Religion +7, Stealth +7
plus 9 (2d8) necrotic damage.
Damage Resistances cold, fire, psychic ; bludgeoning,
piercing, and slashing from nonmagical attacks that Reaping Scythe. Melee Weapon Attack: +8 to hit, reach l 0
aren't silvered ft., one target. Hit: l 3 (2d8 + 4) slashing damage plus 3 6
Damage Immunities necrotic (8d8) necrotic damage. If the target is not an undead or
Condition Immunities charmed, frightened construct, the hag regains hit points equal one-third of the
Senses darkvision 120 ft., passive Perception 16 necrotic damage dealt, and if the attack kills such a target,
the target's soul is stolen by the scythe. A creature whose
Languages Abyssal, Celestial, Common, Infernal
soul is stolen can't be brought back to life until the scythe
Challenge 11 (7,200 XP) Proficiency Bonus +4 is destroyed, except by a death hag holding the scythe.

Corrupting Revival When the hag casts a spell to bring a Invisible Passage. The hag magically turns invisible until she
creature back to life, the target doesn't have to be will ing, attacks or casts a spell, or until her concentration ends (as
and unless the soul is in the hag's reaping scythe and she if concentrating on a spell). While invisible, she leaves no
physical evidence of her passage, so she can be tracked
chooses to use it, the spell doesn't return the target's soul,
only by magic. Any equipment she wears or carries is
instead creating a dark shadow to replace it: the creature
returns to life with its alignment changed to evil , either invisible with her.
lawful evil, neutral evil , or chaotic evil (based on its original Change Shape. The hag magically polymorphs into a Small
alignment), and it counts as an undead in addition to its or Medium female humanoid, or back into her true form.
other types. These changes last until it dies again. Her statistics are the same in each form. The only
equipment that is transformed is her reaping scythe, which
Innate Spel/casting. The hag's innate spellcasting ability is shrinks so that it can be wielded in humanoid form . If she
Charisma (spell save DC 16, +8 to hit with spell attacks). dies, she reverts to her true form, and the reaping scythe
She can innately cast the following spells, requiring no reverts to its normal size.
material components:
Control Undead (3/Day). One undead that the hag can see
At will: feign death, gentle repose, ray of sickness (as Sth- within 30 feet of her must make a DC 17 Wisdom saving
level), speak with dead throw. On a failed save, the target must obey the hag's
3/day each: animate dead, plane shift (self only) , raise dead commands for the next 24 hours. On a success, the target
l /day each: create undead, resurrection is immune to the hag's control for the next 24 hours. An
Reaping Scythe. The hag carries a reaping scythe, a magical undead whose challenge rating or level is greater than 5 is
scythe that serves as a conduit between the worlds of the always immune to this effect.

ART CREDIT: "Eulogy for Roslar's Coffer" by


( vl.0) FROM THE IMPERN'IC:,STCON Miguel Regod6n Harkness
2
D&D UNLEASHED BY BENEVOLENT EVIL (@EvilBenevolent)
a problem even for mind flayers. Hags that work with a
colony of mind flayers always have at least a few tricks
in their back pocket for when the illithids decide she is
no longer worth the threat she poses. Most commonly,
she may try to elevate a challenger within the ranks of
the colony, splitting the illithids in a civil war and coup
backed by the hag herself.
Covens. An eldritch hag that is part of a coven (see
the "Hag Covens" sidebar in the Monster Manual) has a
challenge rating of 10 (5,900 XP}

FERAL HAG
At the edge of wilderness in both the Material Plane and
the Feywild, there are hags with such a deep connection
to the primal wilds that they can speak with and even
transform into wild beasts. These feral hags appear as
shrunken old women with leathery skin and wiry hair.

ELDRITCH HAG Repel/ant Appearance. Any humanoid that starts its turn
Medium aberration, chaotic evil within 60 feet of the hag and can see the hag's true form
must make a DC 16 Intelligence saving throw. On a failed
save, the creature's gaze slips off the hag, and the creature
Armor Class 16 (natural armor) can't see the hag until the start of its next turn. On a
Hit Points 120 (l 6d8 + 48) successful save, the creature is immune to the hag's
Speed 30 ft., climb 30 ft., swim 30 ft. Repellant Appearance for the next 24 hours.
Whenever the hag's true form is revealed, each humanoid
within 60 feet of her must make the saving throw.
SlR DEX CON INT WIS CHA
Spider Climb. The hag can climb difficult surfaces, including
18 (+4) 13 (+l) 17 (+3) 19 (+4) 13 (+l) 19 (+4) upside down on ceilings, without needing to make an
ability check.
Skills Arcana+ l 0, Deception+ l 0, Insight +4,
Investigation +7, Perception +4, Stealth +7 Actions
Damage Resistances force Multiattack The hag makes three attacks: two tentacle
Damage Immunities psychic attacks and one claw attack.
Condition Immunities blinded, charmed, frightened
Senses blindsight 60 ft., passive Perception 14 Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one
Languages Aquan, Common, Deep Speech, target. Hit: 1 3 (2d8 + 4) slashing damage plus 4 (1 d8)
psychic damage.
Undercommon, telepathy 120 feet
Challenge 8 (3,900 XP) Proficiency Bonus +3 Tentacle. Melee Weapon Attack:+7 to hit, reach 1 5 ft., one
target. Hit: 8 (1 d8 + 4) bludgeoning damage plus 4 (1 d8)
Amphibious. The hag can breathe air and water. psychic damage and the target is grappled (escape DC 15).
Unearthly Gaze (Recharge 6). The hag turns her otherwordly
Hatred ofMagic. When a creature within 120 feet of the gaze upon one creature she can see that can see her within
hag casts a spell, uses a magical ability, or uses a magic 30 feet. The target must succeed on a DC 16 Wisdom saving
item, the hag is aware of it and knows the direction toward throw or else take 21 (6d6) psychic damage plus 21 (6d6)
it, though this doesn't grant her any knowledge of what the force damage and become confused for 1 minute. On a
magic does. If the creature is an enemy that the hag can success, the target takes half as much damage and suffers
see, the magic enrages her until the end of her next turn, no other effects. While confused, the target acts as if it
and she can use her reaction to use her unearthly gaze (if it were affected by the confusion spell and repeats the save at
is available) targeting the creature. While enraged, her the end of each of its turns, ending the effect on a success.
speed is increased by 10 feet and she has advantage on
attack rolls against the creature. Illusory Appearance. The hag covers herself and anything she
is wearing or carrying with a magical illusion that makes her
Innate Spellcasting (Psionics). The hag's innate spellcasting look like an ugly humanoid of size Medium or Small. The
ability is Charisma (spell save DC 15). She can innately cast effect ends if the hag takes a bonus action to end it or if
the following spells, requiring no components: she dies.
At will: detect magic, detect thoughts, dissonant whispers The changes wrought by this effect fail to hold up to
2/day each: dispel magic, modify memory physical inspection. For example, the hag could appear to
have no tentacles, but someone touching her shoulder
Magic Resistance. The hag has advantage on saving throws might feel the tentacles. Otherwise, a creature must take an
against spells and other magical effects. action to visually inspect the illusion and succeed on a DC
Regeneration. The hag regains 1 5 hit points at the start of 18 Intelligence (Investigation) check to discern that the
her turn if she has at least 1 hit point. hag is disguised.

ART CREDIT: "Wharf Infiltrator" by Daarken ( vl.O) FROM THE IMPERMISSICON


3
BY BENEVOLENT EVIL (@":vil'li,nevoler t) D&D UNLEASHED
FERAL HAG
Small fey (shapechanger), neutral evil

Armor Class 18 (natural armor)


Hit Points 97 (1 5d6 + 45)
Speed 30 ft., climb 30 ft.

SlR DEX CON INT WIS CHA


15 (+2) 17 (+3) 16 (+3) 14 (+2) 16 (+3) 14 (+2)

HAG DISEASE: FELL FERAL FEVER Skills Animal Handling +7, Deception +4,
Nature +6, Perception +5, Stealth +7
This disease can affect beasts, fey, humanoids, and Senses darkvision 60 ft., passive Perception l 5
monstrosities. Hags are naturally immune, except Languages Common, Elvish, Gnomish, Sylvan
that feral hags carry the disease without exhibiting Challenge 4 (1, l 00 XP) Proficiency Bonus +2
any symptoms. Symptoms manifest l d4 days after
infection. While afflicted by the disease, a creature
suffers the following ailments: Animal Mimicry. The hag can mimic the sounds of
beasts and animals. A creature that hears the sounds
Hydrophobia. The creature feels compelled to can tell they are imitations with a successful DC 1 5
avoid liquid water. It will only drink when necessary. Intelligence (Nature) check or Wisdom (Survival) check.
Insomnia. When the creature finishes a long rest,
it must succeed on a DC l O Constitution saving Beast Whisperer. The hag can comprehend and verbally
throw to gain any benefit from the rest. communicate with beasts. Any beast that is charmed by
Mania. When the creature finishes a short rest, it the hag obeys her verbal orders to the best of its ability.
must succeed on a DC l O Wisdom saving throw to Feral Contagion. A creature that takes damage from the
gain any benefit from the rest. If the creature is a hag's bite or claw attacks must succeed on a DC 12
beast, it is also more aggressive than normal. Constitution saving throw or else be afflicted by the Fell
Sunlight Sensitivity. While in sunlight, the Feral Fever disease.
creature has disadvantage on attack rolls, as well as Innate Spel/casting. The hag's innate spellcasting ability
on Wisdom (Perception) checks that rely on sight. is Wisdom (spell save DC 13). She can innately cast the
After l d4 additional days of the disease, a following spells, requiring no material components:
creature also suffers from intermittent madness: At will: animal friendship, beast sense, find familiar
Madness. The creature must make a DC 12 2/day each: disguise self, polymorph (can only
Charisma saving throw every 24 hours. On a failed transform targets into CR O beasts)
saving throw, it must roll on the Long-Term
Shapechanger. The hag can use her action to magically
Madness table from the Dungeon Master's Guide polymorph into a cat, a frog, a lizard, a poisonous snake,
and suffer the effects for the rolled duration. While a rat, a raven, or a spider, or back into her true form. Her
it suffers from madness, it also foams at the mouth, statistics, other than her size and speed, are the same
and it can be affected by spells and magic as if it in each form. She can still speak while transformed. Any
were a beast with no more than 4 Intelligence. equipment she is wearing or carrying is transformed
Fell Feral Fever has a special symbiosis with the along with her. She reverts to her true form if she dies.
curse of lycanthropy. A creature afflicted by the
disease has disadvantage on saving throws against Actions
the curse of lycanthropy, and lycanthropes have Multiattack The hag makes two claw attacks.
disadvantage on saving throws against the disease.
When a creature is afflicted with lycanthropy by a Bite (Beast Forms Only). Me lee Weapon Attack:+5 to
lycanthrope that is suffering from the disease, that hit, reach 5 ft. , one target. Hit: 1 piercing damage, and
creature is afflicted by the disease automatically. if the hag is in snake or spider form, the target must
Each afflicted creature must make a DC 12 make a DC 14 Constitution saving throw, taking 18
(4d8) poison damage on a failed save, or half as much
Constitution saving throw every 24 hours after damage on a success.
symptoms appear. Once a creature has succeeded
on at least three of these saving throws during an Claw (True Form Only). Me lee Weapon Attack:+ 5 to hit,
infection, the disease ends on that creature. reach 5 ft., one target. Hit: 7 (1 d8 + 3) slashing damage.
An afflicted creature can pass the disease on to Call Beasts (1/Day). The hag summons beasts: either one
others by biting. When it deals damage to a creature of CR 1/2 , two of CR 1/ 4, or four of CR 1/8 or lower.
using a bite attack, the target must succeed on a DC The beasts, which are neutral evil, appear in unoccupied
12 Constitution saving throw or else be afflicted by spaces within 60 feet of the hag and are charmed by
the Fell Feral Fever disease. her. Each beast remains for 1 hour, until it or the hag
dies, or until the hag dismisses it as an action.

( vl.0) FROM THE IMPERMISSICON ART CRED.. : "Old Hag" by Raluca losifescu
4
D&D UNLEASHED BY BFNEVOLENT EVIL (@Evi!Benevolent)
Death by Beast. Feral hags delight in the harm and
death that animals can bring to people. They often take
control of domesticated animals and drive them into a
murderous fury, turning them upon their owners. The
more loving the bond between animal and humanoid,
the more the feral hag enjoys destroying it. Feral hags
also sabotage hunts and expeditions, turning harmless
deer into rabid swarms and twisting already aggressive
boars into rampaging killing machines.
Magical Rabies. Feral hags are carriers of a magical
disease. This disease, known as Fell Feral Fever, doesn't
harm the hag herself; she spreads it by injuring others
with her claws, or biting them once she has transformed WITHERING HAG
into a beast. Feral hags enjoy spreading this sickness Large (20%), Medium (60%), or Small (20%) undead,
through livestock and wild animals alike. chaotic evil
Lycantbrope Predators. Lycanthropes fascinate feral
hags. Some even claim that feral hags themselves were Armor Class 14 (natural armor)
first created when lycanthropy somehow spread to a Hit Points 5 2 (8d8 + 16)
Speed 30 ft.
hag. A feral hag loves to see lycanthropy spread through
the world, and does whatever she can to encourage it.
Yet when one allies with a lycanthrope clan, she seeks S1R DEX CON INT WIS CHA
to spread her feral disease among their pack, eventually l 5 (+2) 12 (+ l) l 5 (+2) 12 (+ l) 13 (+ l) 14 (+2)
driving them mad enough to fall under her control
Covens. A feral hag that is part of a coven (see the Skills Deception +6, Perception +3, Stealth +3
"Hag Covens" sidebar in the Monster Manual) has a Damage Resistances necrotic
challenge rating of 6 (2,300 XP). Condition Immunities charmed
Senses darkvision 120 ft., passive Perception l 3
WITHERING HAG Languages only the languages she knew in life
Challenge l (200 XP) Proficiency Bonus +2
A necromancer that knows the proper rituals can raise
a dead hag as an undead called a withering hag, named Foul Aura. Each creature within l O feet of the hag can't
for not only their appearance but also their innate ability regain hit points. Nonmagical non-creature plants in the
to drain youth and vitality with a touch. Withering hags area wilt, taking 2 (1 d4) necrotic damage after each
minute in the aura. Constructs, undead, and any creatures
come in every shape and size that living hags do. True to that are controlling the hag (as an undead) are unaffected.
their name, they have withered skin that complements
their thinning hair and skeletal frames. Sunlight Sensitivity. While in sunlight, the hag has
disadvantage on attack rolls, as well as on Wisdom
Withering hags typically lurk in the same areas where (Perception) checks that rely on sight.
they were once defeated, nursing their ancient grudges
Tum Immunity. The hag is immune to effects that
and plotting new ways to achieve their final revenge as turn undead.
they wait in the dark for hapless victims to wander by.
Seekers of Youth. Withering hags are desperate to Actions
take back the life and vitality that they have lost. Drain- Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
ing the youth from victims temporarily sates their lust target. Hit: 6 (1 d8 + 2) slashing damage, and the target
for vital energy, but no matter how much they drain, the must make a DC 12 Constitution saving throw. On a
withering hag can't return itself to life. Despite this fact, failed save, the target takes 7 (2d6) necrotic damage
and magically ages 10 (3d6) years. The hag regains hit
most withering hags have convinced themselves to the points equal to the necrotic damage dealt. The aging
contrary. They are recklessly eager to drain new victims. effect can be reversed with a greater restoration spell,
Spectral Entourage. With her talents for trickery, a but only within 48 hours of it occurring.
withering hag usually has little difficulty in convincing
Illusory Appearance. The hag covers herself and anything
other vengeful undead, such as specters and ghosts, to she is wearing or carrying with a magical illusion that
join her cause. Withering hags naturally attract these makes her look like an ugly creature of her general size
spirits because of their foul aura. Once they are allied, and humanoid shape. The effect ends if the hag takes a
the spirits stay near to the hag, ready to defend her. bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to
Undead Nature. A withering hag does not require air, physical inspection. For example, the hag could appear
drink, or sleep. to have no claws, but someone touching her hand
Covens. Withering hags can't form a proper coven might feel the claws. Otherwise, a creature must take
because of their undead nature. Withering hags often an action to visually inspect the illusion and succeed on
a DC 14 Intelligence (Investigation) check to discern
collect in groups of three despite this, pantomiming the that the hag is disguised.
rituals of a proper coven of living hags.

ART CREDIT: "Desert Banshee" by Maciej Laszkiewicz ( vl.O) FROM THE IMPERMISSICON
5
BY BENEVOLENT EVIL (@Evi!Be..1.evolent) D&D UNLEASHED

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