Green Hag (Coven)

Source: Monster Manual p. 177. Available in the SRD

"name": "Green Hag (Coven)"
"size": "Medium"
"type": "fey"
"alignment": "Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "82"
"hit_dice": "11d8 + 33"
"modifier": !!int "1"
"stats":
  - !!int "18"
  - !!int "12"
  - !!int "16"
  - !!int "13"
  - !!int "14"
  - !!int "14"
"speed": "30 ft."
"skillsaves":
  - "name": "Arcana"
    "desc": "+3"
  - "name": "Deception"
    "desc": "+4"
  - "name": "Perception"
    "desc": "+4"
  - "name": "Stealth"
    "desc": "+3"
"senses": "darkvision 60 ft., passive Perception 14"
"languages": "Common, Draconic, Sylvan"
"cr": "5"
"traits":
  - "desc": "While all three members of a hag coven are within 30 feet of one another,\
      \ they can each cast the following spells from the wizard's spell list but must\
      \ share the spell slots among themselves:\n\n**1st level (4 slots):** identify,\
      \ ray of sickness\n\n**2nd level (3 slots):** hold person, locate object\n\n\
      **3rd level (3 slots):** bestow curse, counterspell, lightning bolt\n\n**4th\
      \ level (3 slots):** phantasmal killer, polymorph\n\n**5th level (2 slots):**\
      \ contact other plane, scrying\n\n**6th level (1 slots):** eyebite\n\nFor casting\
      \ these spells, each hag is a 12th-level spellcaster that uses Intelligence\
      \ as her spellcasting ability. The spell save DC 13, and the spell attack bonus\
      \ is +5."
    "name": "Shared Spellcasting (Coven Only)"
  - "desc": "The hag's innate spellcasting ability is Charisma (spell save DC 12).\
      \ She can innately cast the following spells, requiring no material components:\n\
      \n**At will:** dancing lights, minor illusion, vicious mockery"
    "name": "Innate Spellcasting"
  - "desc": "The hag can breathe air and water."
    "name": "Amphibious"
  - "desc": "The hag can mimic animal sounds and humanoid voices. A creature that\
      \ hears the sounds can tell they are imitations with a successful DC 14 Wisdom\
      \ (Insight) check."
    "name": "Mimicry"
"actions":
  - "desc": "*Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 13\
      \ (2d8 + 4) slashing damage."
    "name": "Claws"
  - "desc": "The hag covers herself and anything she is wearing or carrying with a\
      \ magical illusion that makes her look like another creature of her general\
      \ size and humanoid shape. The illusion ends if the hag takes a bonus action\
      \ to end it or if she dies.\n\nThe changes wrought by this effect fail to hold\
      \ up to physical inspection. For example, the hag could appear to have smooth\
      \ skin, but someone touching her would feel her rough flesh. Otherwise, a creature\
      \ must take an action to visually inspect the illusion and succeed on a DC 20\
      \ Intelligence (Investigation) check to discern that the hag is disguised."
    "name": "Illusory Appearance"
  - "desc": "The hag magically turns invisible until she attacks or casts a spell,\
      \ or until her concentration ends (as if concentrating on a spell). While invisible,\
      \ she leaves no physical evidence of her passage, so she can be tracked only\
      \ by magic. Any equipment she wears or carries is invisible with her."
    "name": "Invisible Passage"
"lair_actions":
  - "desc": "The following lair actions are options for grandmothers and powerful\
      \ aunties. Grandmothers usually have three to five lair actions, aunties usually\
      \ only one (if they have any at all). Unless otherwise noted, any lair action\
      \ that requires a creature to make a saving throw uses the save DC of the hag's\
      \ most powerful ability.\n\nOn initiative count 20 (losing initiative ties),\
      \ the hag can take a lair action to cause one of the following effects, but\
      \ can't use the same effect two rounds in a row:\n\n- Until initiative count\
      \ 20 on the next round, the hag can pass through solid walls, doors, ceilings,\
      \ and floors as if the surfaces weren't there.  \n- The hag targets any number\
      \ of doors and windows that she can see, causing each one to either open or\
      \ close as she wishes. Closed doors can be magically locked (requiring a successful\
      \ DC 20 Strength check to force open) until she chooses to make them unlocked,\
      \ or until she uses this lair action again to open them.  \n\nA powerful green\
      \ hag might have the following additional lair action:\n\n- The hag creates\
      \ an illusory duplicate of herself, which appears in its own space. As long\
      \ as she can see her duplicate, the hag can move it a distance equal to her\
      \ walking speed as well as make the illusion speak on her turn (no action required).\
      \ The illusion has the same statistics as the hag but can't take actions or\
      \ reactions. It can interact with its environment and even pick up and hold\
      \ real objects. The illusion seems real in every way but disappears if it takes\
      \ any amount of damage. Otherwise, it lasts until the hag dismisses it (no action\
      \ required) or can no longer see it. If the hag uses this lair action to create\
      \ a new duplicate, the previous one vanishes, dropping any real objects in its\
      \ possession.  "
    "name": ""
"regional_effects":
  - "desc": "Each hag's lair is the source of three to five regional effects; the\
      \ home of a grandmother, an auntie, or a coven has more effects than the lair\
      \ of a single hag, including some that can directly harm intruders. Any regional\
      \ effect that requires a creature to make a saving throw uses the save DC of\
      \ the hag's most powerful ability. These effects either end immediately if the\
      \ hag dies or abandons the lair, or take up to 2d10 days to fade away.\n\nThe\
      \ region within 1 mile of a grandmother hag's lair is warped by the creature's\
      \ fell magic, which creates one or more of the following effects:\n\n- Birds,\
      \ rodents, snakes, spiders, or toads (or some other creatures appropriate to\
      \ the hag) are found in great profusion.  \n- Beasts that have an Intelligence\
      \ score of 2 or lower are charmed by the hag and directed to be aggressive toward\
      \ intruders in the area.  \n- Strange carved figurines, twig fetishes, or rag\
      \ dolls magically appear in trees.  \n\nA powerful green hag creates one or\
      \ more of the following additional regional effects within 1 mile of her lair:\n\
      \n- Illusory duplicates of the hag appear in random places at random times (but\
      \ never more than one in any given location). An illusory duplicate has no substance,\
      \ but it looks, sounds, and moves like the hag. The hag can sense when one or\
      \ more creatures are within 60 feet of her duplicate and can interact with them\
      \ as if she were present and standing in the duplicate's space. If the illusory\
      \ duplicate takes any damage, it disappears.  \n- The region takes twice as\
      \ long as normal to traverse, since the plants grow thick and twisted, and the\
      \ swamps are thick with reeking mud.  \n- Trees transform into [awakened trees](/3-Mechanics/CLI/bestiary/plant/awakened-tree.md)\
      \ and attack when hostile intruders are near.  "
    "name": ""
"source":
  - "MM"

Environment

forest, swamp, hill