Evil Sisters' Compendium

Evil Sister's Compendium: Hags Revisited version 0.3

A guide to planning wicked fey creatures as more nefarious foes.

Cover Map by /u/mrvalor

Homebrew by /u/mrvalor

Evil Sisters' Compendium

Evil Sisters' Compedium

Fey creatures of evil, born of violence, the hags are as intelligent and crafty as they are dangerous. Far from being just monsters and stronger than they look, even the lowliest hag is capable of shaping the history of civilization for centuries to come. This resource delves into the core ideas behind hags as presented in the 5th edition monster manual and offers supplemental information to use new and existing hag templates to make them a bit more terrifying.

This Resource

Consists of sections, focusing on content based on the RAW materials.

Section 1: Faces of Evil

This section provides spell lists and guidelines for hag spellcasters at variant caster levels, including expansions for the lists from both the Monster's Manual (MM) and Volo's Guide to Monsters (VGtM). With this content, make hags cast spells at a higher or lower level than RAW. Use this section to make hag covens more menacing.


Section 2: Mounstrous Motherhood

This section details sea hags, green hags, night hags, annis hags, an bheur hags as less power, more powerful, and legendary beyond the stats in core books. Use this section to customize covens and make hags more or less powerful. The monster templates are built to D&D 5th edition CR guidelines but have not been playtested, use with caution.


Section 3: Dark Bargains

This section details dark bargains with hags, with example payments and purchases that can be made, and curses for deal breakers. Use this section to tempt players, build your setting, or create fiersome antagonists who now owe boons to hags.


Section 4: Foul Nature

Hags have extensive networks of creatures they groom, threaten, bribe, extort, and intimidate. This section provides tables for rolling the followers for a given type of hag, to beef up a hag antagonist and give them more flavor.


Section 5: Dark Sorority

Every hag knows other hags, this section has tables for randomly rolling the other contacts in the hag community your hag NPC considers an ally or an enemy.


Section 6: Dark Lairs

Gives ideas for lairs, but more specifically mechanics around lair actions and traps.

Art by Britt Martin

Evil Sisters' Compendium

Section 1: Faces of Evil

A section detailing hags at various spellcasting levels, including variant spellcasting lists for death, nature, and prophecy convens.

Map by /u/mrvalor

Evil Sisters' Compendium: Faces of Evil

Section 1: Faces of Evil

Hag covens are decent spellcasters, but a bit restricted in the variations available. This section outlines ideas for hag covens both more and less powerful than those currently published.

  • Inexperienced Coven. Hags are 8th level casters, increase CR by 1, must be within 15 feet of each other, spell DC is 10 + the hag's Int modifier, and the spell attack bonus is 2 + the hag's Int modifier.
  • Elder Coven. Hags are 16th level casters, increase CR by 3-4, must be within 60 feet of each other, spell DC is 12 + the hag's Int modifier, and the spell attack bonus is 4 + the hag's Int modifier.
  • Legendary Coven. Hags are 20th level casters, increase CR by 5+, must be within 90 feet of each other, spell DC is 14 + the hag's Int modifier, and the spell attack bonus is 6 plus the hag's Int modifier.

Note, you should carefully read all the spells in a coven's spell list before pitting them against a party. These spell lists have not been playtested.

Standard Spell Lists

The traditional hag coven spell list is pulled from the wizard's spell list and has a mixture of magic including transmutation, illusion, divination, necromancy, evocation, and enchantment. The expanded spell lists follow a similar pattern and avoids overlapping other hag coven spell lists, so each type and level of coven feels unique.

Inexperienced Standard Coven

Lacking the firepower and divination of a regular coven, the inexperienced standard coven relies more on debuffs and defense, most likely to slow down a group of heroes long enough to flee or summon allies to their aid.

  • 1st level (4 slots): identify, ray of sickness
  • 2nd level (3 slots): hold person, locate object
  • 3rd level (3 slots): bestow curse, counterspel1
  • 4th level (2 slots): phantasmal killer, polymorph

Elder Standard Coven

An elder standard coven has achieved a significant upgrade in firepower, sporting chain lightning as well as some additional support spells like detect thoughts. Along with the ability to manipulate groups of creatures, these covens can have a widespread effect on the surrounding areas.

  • 1st level (4 slots): identify, ray of sickness, witch bolt
  • 2nd level (3 slots): hold person, locate object, detect thoughts
  • 3rd level (3 slots): bestow curse, counterspel1, lightning bolt
  • 4th level (2 slots): phantasmal killer, polymorph
  • 5th level (2 slots): contact other plane, scrying
  • 6th level (1 slot): eyebite, chain lightning
  • 7th level (1 slot): mirage arcane, sequester
  • 8th level (1 slot): antipathy/sympathy

Legendary Standard Covens

Magically capable of permanently changing the forms of both their allies and enemies, legendary standard covens are capable of causing permanent damage in an area, as well as easily escaping or incapacitating their enemies.

  • 1st level (4 slots): identify, ray of sickness, witch bolt
  • 2nd level (3 slots): hold person, locate object, detect thoughts
  • 3rd level (3 slots): bestow curse, counterspel1, lightning bolt
  • 4th level (2 slots): phantasmal killer, polymorph, evard's black tentacles
  • 5th level (2 slots): contact other plane, scrying, passwall
  • 6th level (2 slots): eyebite, chain lightning
  • 7th level (2 slots): mirage arcane, sequester
  • 8th level (1 slot): anitpathy/sympathy, maze
  • 9th level (1 slot): true polymorph

Death Covens

Death covens specialize in necromatic magic, pulling spells from almost exclusively necromancy schools but across spell lists.

Inexperienced Death Coven

Inexperienced death covens make up a lack of direct damage with spells to keep them alive, and at lower levels could be difficult to kill.

  • 1st level (4 slots): false life, inflict wounds
  • 2nd level (3 slots): gentle repose, ray of enfeeblement
  • 3rd level (3 slots): animate dead, revivify, speak with dead
  • 4th level (2 slots): death ward

Elder Death Coven

Having mastered higher level necrotic-damage dealing spells, elder death covens bring death and fear wherever they go.

  • 1st level (4 slots): false life, inflict wounds, cause fear
  • 2nd level (3 slots): gentle repose, ray of enfeeblement
  • 3rd level (3 slots): animate dead, revivify, speak with dead
  • 4th level (3 slots): blight, death ward
  • 5th level (2 slots): contagion, raise dead, negative energy flood
  • 6th level (1 slots): circle of death, harm
  • 7th level (1 slots): finger of death
  • 8th level (1 slot): abi-dalzim's horrid wilting

Art by theLastSamu

Evil Sisters' Compendium: Faces of Evil

Legendary Death Coven

Legendary death covens have mastered life and death, with the ability to cast true ressurection. Their magical might over death can fell all but the most tempered of opponents.

  • 1st level (4 slots): false life, inflict wounds, cause fear
  • 2nd level (3 slots): gentle repose, ray of enfeeblement
  • 3rd level (3 slots): animate dead, revivify, speak with dead
  • 4th level (3 slots): blight, death ward
  • 5th level (2 slots): contagion, raise dead, negative energy flood
  • 6th level (2 slots): circle of death, harm, soul cage
  • 7th level (2 slots): finger of death, symbol
  • 8th level (1 slot): abi-dalzim's horrid wilting, maddening darkness
  • 9th level (1 slot): true ressurrection

Nature Covens

Arguably the most powerful at higher levels, nature covens can affect the world around them in the most intimate of ways. They can act as forces of nature itself, if nature were possessed of evil desires and malicious intent. Nature covens specialize in nature spells, with access to spells across all of the diffent schools of magic.

Inexperienced Nature Coven

Inexperienced nature covens are still equipped with enough magic, when casting in concert to be a threat to most novice heroes. However, unless individually powerful they would like flee further into the wilderness from more advanced threats.

  • 1st level (4 slots): entangle, speak with animals
  • 2nd level (3 slots): flaming sphere, moonbeam, spike growth
  • 3rd level (3 slots): call lightning, plant growth
  • 4th level (2 slots): grasping vine

Elder Nature Coven

Elder nature covens have enough control over nature to be a major nuissance to most stable and civilized areas bordering their territory. With the ability to command plants, the elements of nature, and even the earth itself, these covens are more than capable opponents.

  • 1st level (4 slots): entangle, speak with animals, faerie fire
  • 2nd level (3 slots): flaming sphere, moonbeam, spike growth
  • 3rd level (3 slots): call lightning, plant growth, speak with plants
  • 4th level (3 slots): dominate beast, grasping vine, giant insect
  • 5th level (2 slots): insect plague, tree stride
  • 6th level (2 slots): wall of thorns, move earth
  • 7th level (2 slots): fire storm
  • 8th level (1 slot): control weather

Legendary Nature Coven

Legendary nature covens have mastered the elements, and have the ability to bring enough wrath upon the land to even sway the tides of war. However, most nature covens stay far away from such things, unless they were summonging armies themselves.

  • 1st level (4 slots): entangle, speak with animals, beast bond, faerie fire
  • 2nd level (3 slots): flaming sphere, moonbeam, spike growth, pass without trace
  • 3rd level (3 slots): call lightning, plant growth, speak with plants
  • 4th level (3 slots): dominate beast, grasping vine, giant insect
  • 5th level (2 slots): insect plague, tree stride, wrath of nature
  • 6th level (2 slots): wall of thorns, move earth, transport via plants
  • 7th level (2 slots): fire storm, reverse gravity
  • 8th level (1 slot): animal shapes, control weather
  • 9th level (1 slot): storm of vengeance

Art by MeesterAdam

Evil Sisters' Compendium: Faces of Evil


Prophecy Covens

Sages speak of ancient evils, plotting and guiding all humanoid civilizations towards ruin. The very existance of prophecy hags seems to increase the likelihood of such tales. Prophecy covens specialize in the schools of divination and enchantment.

Inexperienced Prophecy Coven

Inexperienced prophecy spend much of their time watching, learning, and waiting. Without much direct magical firepower, if an inexperienced coven is attacked by a superior force they will usually flee, then spend the rest of their enemies' lifetimes plotting against them.

  • 1st level (4 slots): bane, bless
  • 2nd level (3 slots): augury, detect thoughts
  • 3rd level (3 slots): clairvoyance, dispel magic, nondetection
  • 4th level (3 slots): arcane eye

Elder Prophecy Coven

Elder prophecy covens have learned to shift the tides of fate, and the minds of others, to their way of thinking. At this level, they now have the ability to affect large groups of enemies and manipulate those who might be useful. Elder prophecy covens often operate extensive spy networks, and they gain influence as information brokers.

  • 1st level (4 slots): bane, bless, charm person
  • 2nd level (3 slots): augury, detect thoughts
  • 3rd level (3 slots): clairvoyance, dispel magic, nondetection
  • 4th level (3 slots): arcane eye, locate creature
  • 5th level (2 slots): geas, legend lore, modify memory
  • 6th level (2 slots): true seeing, mass suggestion
  • 7th level (2 slots): divine word
  • 8th level (1 slot): foresight

Legendary Prophecy Coven

Only those rare hag covens learn the words of power, and those that do are treated with respect by all others they encounter. Beyond their ability to mainpulate others and see the strands of fate, the hags are truly dangerous.

  • 1st level (4 slots): bane, bless, charm person
  • 2nd level (3 slots): augury, detect thoughts, see invisibility
  • 3rd level (3 slots): clairvoyance, dispel magic, nondetection
  • 4th level (3 slots): arcane eye, locate creature, confusion
  • 5th level (2 slots): geas, legend lore, modify memory
  • 6th level (2 slots): true seeing, mass suggestion
  • 7th level (2 slots): power word pain, divine word
  • 8th level (1 slot): foresight, power word stun
  • 9th level (1 slot): power word kill


Art by Sally-Jackson

Evil Sisters' Compendium

Section 2: Monstrous Motherhood

A section detailing hags at various levels of maturity, including daughters, mothers, and grandmothers. Includes over 10 different statblocks to give your hags some variety.

Map by /u/mrvalor

Evil Sisters' Compendium: Monstrous Motherhood

Art by Killbe

Mounstrous Motherhood

At the age of 13, hags begin manifesting their true, malignant fey natures. Most grow from daughters to sisters relatively quickly, although the length of the process is not determined by time. Growing from one phase of maturity to the next is dependent on the type of hag they currently are, how well they follow their twisted natures, how successful they are in achieving their desires, and how well they manage to manipulate and control other hags. Only through a combination of these actions can a hag raise in reputation, rank, and power.

Hag Daughter

Hags manifesting at the age of 13 are hag daughters. Some are so cruel and devious in nature that they skip the daughter phase and immediately become sisters. Conversly, some hags who don't completely embrace their hag natures can remain hag daughters for decades, or even centuries, although it is seldom that a hag daughter survives for that long without growing in power.

More powerful hags will take advantage of a hag daughter at every oppurtunity, thus those that exist must find a more powerful hag to serve, hide themselves from the community, or immediately begin committing attrocities until they grow into a sister.

Hag Sister

Standard hags that exist in the prime material planes are hag sisters. They represent those as described in published WOtC supplements.

Hag Mother

Hags typically rise in rank by dominating, manipulating, and coercing enough of their sisters to become something greater. In an unusual but unsurprisingly violent ritual with specifics determined by the hag's type, a hag must devour some of the power of her sisters, as well as whatever mortal flesh she most desires. The hag then becomes something greater than her previous incarnation. One a hag become a hag mother, she can no longer switch hag types. Her role in the universe has been set, and path types. The only way for her to then switch types is to give up her status, in a process even more violent than the oritinal transformaion, and become a sister once again. Few hags have ever survived this process.

Hag Grandmother

The most ancient hags, only one of each type is ever located on the same prime material plane at one time. A grandmother hag doesn't rule their subjects, as much as extoll the apex of power for a hag. Hags far and wide fear grandmother hags, often avoid them at all costs. To be in a coven with a grandmother hag, is both a blessing and a nightmare. As arrogant as their daughters and granddaughters, a hag grandmother is also exceedingly powerful. Any hag is dangerous, a hag grandmother can easily topple entire kingdoms or even civilizations with her plots and schemes.

Hags Statblocks
Hag CR
Sea Hag 2
Sea Hag Grandmother 10
Green Hag Daughter 1
Green Hag 3
Green Hag Grandmother 13
Night Hag Daughter 3
Night Hag 5
Night Hag Grandmother 13
Annis Hag Daughter 3
Annis Hag 6
Annis Hag Grandmother 17
Bheur Hag Daughter 2
Bheur Hag 7
Bheur Hag Grandmother 17

Note about Challenge Rating: The CR that hags use in RAW already do not perfectly follow the mechanics laid out in the DMG. The rules presented here will not be rigorously playtested. Take a party's class features, magic items, racial abilities, and experience into consideration over any arbitrarily assigned CR value.

Evil Sisters' Compendium: Monstrous Motherhood

Sea Hags

Unlike other hags, sea hags do not possess the innate magic that their sisters do. Even annis hags have some fort of magic. Rather, sea hags only power is that they are so incredibly ugly that their looks can cause foes to flee, and even fall to the ground dead. Suffice to say, the sea hags are a little irritated by the balance of power in their ranks.

Sea Hag Daughters

Either sea hags come out fully formed or keep their youngest well hidden because no one has ever met a sea hag daughter and told the tale.

Sea Hag Mothers

Sea hag mothers are simply more hideous versions of normal sea hags who are tougher, stronger, and more violent than their sisters. In order to achieve their transformation, a sea hag must kill all but one in a group of people, once a year on the winter's solstice, every year for 13 years. Sea hags who attempt this process spend years researching their targets, often using their connections and influence to make sure a particular coastal hamlet is unguarded, or a merchant ship sets out at just the right time.

There must always be a survivor of the murders, to tell the tells and put fear into the hearts of mortals. Sometimes, a coven of sea hags will embark on this journey together. While not very dangerous on their own, a coven of sea hags can cause quite a lot of damage.

Sea Hag Grandmother

Sea hag grandmothers on different worlds have done different things to achieve their status. Many realms don't have a sea hag grandmother. One common path to power, is finding something in the deep. Something unknown, forgotten, and so old and powerful it forgo its eyes hundreds of thousands of years ago. A willing sea hag mother can learn from this ancient creature, master magic to rival her fey sisters, and claim dominion over her kind.

Art by TentaclesandTeeth


Sea Hag Mother

Medium fey, neutral evil


  • Armor Class 15
  • Hit Points 135 (18d8+54)
  • Speed 30 ft., swim 50 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 14(+2) 14 (+2) 15 (+2)

  • Senses darkvision 60 ft., passive Perception 12
  • Languages Aquan, Common, Giant
  • Challenge 5 (1,800 XP)

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Multiattack. The hag makes two melee weapon attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 60 feet of her. If the target can see the hag, it must succeed on a DC 13 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illu sion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Evil Sisters' Compendium: Monstrous Motherhood


Sea Hag Grandmother

Large fey, neutral evil


  • Armor Class 15
  • Hit Points 204 (24d8+96)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 16(+3) 16 (+3) 17 (+3)

  • Senses darkvision 60 ft., passive Perception 13
  • Languages Aquan, Common, Giant
  • Challenge 10 (5,900 XP)

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must make a DC 13 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.

Art by CorbinHunter


Unless the target is surprised or the revelation of the hag's true fo rm is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:

At will: detect magic,jump, levitate, , speak with dead, disguise self

1/day each: arcane gate, true seeing

Spellcasting. The warlock is an 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:

Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp

1st-5th level (3 5th-level slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch

Legendary Resistance (3/Day). If the hag fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The hag makes two melee weapon attacks or one weapon attack and one death glare per turn.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 60 feet of her. If the target can see the hag, it must succeed on a DC 13 Wisdom saving throw against this magic or drop to 0 hit points.

Legendary Actions

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hag regains spent legendary actions at the start of its turn.

Spell (Costs 3 Actions). The hag casts a coven or warlock spell

Cantrip. The hag casts a cantrip.

Claw. The hag makes a claw attack.

Swim Away. If in water or within 5 ft. of water, the hag can use her legendary action to make use her full swim movement.

Evil Sisters' Compendium: Monstrous Motherhood

Green Hags

The typical hags, green hags prefer to spend most of their time in the woods. Somewhat of the stereotypical evil fey, green hags have innate illusion and enchantment spells, as well as the ability to disguise their appearance. As they get older, green hags get stronger, more insidious, and meaner, but they grow more innate magic as they mature as well.

Green Hag Daughters

Whether raised by their mothers, aunts, or raised by humans, a hag daughter wakes up one day to realize her potential. Suddenly she is stronger than any other person in her village, can speak strange languages, and has magic at her disposal. It doesn't take long for others to realize something is horribly wrong with a green hag daughter. Most flee into the wilderness, or quickly take advantage of their innate illusion magic. Green hag daughters often seek the company of other hag daughters, or get forcibly taken in and controlled by a more powerful hag. While not as dangerous as older hags, a green hag daughter is cautious enough to only fight on her own terms, and gifted enough to successfully flee more often than not.

In order to mature further, a green hag daughter must find herself a lair, a successfully ruin life of one victim every month, who hangs themselves on or before the full moon of that month, for 13 consecutive lunar months. Once completed, the hag takes on her new, more powerful form.

Green Hag Mothers

Hag mothers are hags who have managed to gain the blessing of the green hag grandmother, or were a member of a coven long enough that they discovered the mystical and alchemical processes for taking on their new form. Alternatively, a hag who has mothered 13 daughters, who have all become full hags will mature into her more advanced state.

Green hag mothers further develop powers over others, now able to lure others to sleep, cause mental damage through their whispers, and even make victims unable to tell friend from foe. These hags powerful, using their vast networks to manipulate human and humanoid civilization alike, while massing followers and minions to do their bidding.

The Green Hag Grandmother

The green hag grandmother keeps her court more ordered than any other of the hags, except possibly the night hag grandmother. She actively calls her network of green hags "The True Fey" court, "The True Church", and "The True Arcane" order, to be disrespectful to the other fey, the gods, and the wizard orders of humans all at the same time. While she doesn't expect loyalty, she does expect fealty from her progeny. Hags who actively disobey the grandmother or who refuse to perform services at her request are dealt with quickly, and severely.


Green Hag Daughter

Medium fey, neutral evil


  • Armor Class 15
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+4) 10 (+0) 12 (+2) 12(+1) 11 (+0) 13 (+1)

  • Skills Arcana +3, Deception +3, Perception +2, Stealth +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Common, Draconic, Sylvan
  • Challenge 1 (200 XP)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 11). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 13 Wisdom (Insight) check.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Illusory Appearance 3/day. 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 after an hour, if the hag takes a bonus action to end it, or if she dies. The 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.

Invisible Passage. (3/Day) 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.

Evil Sisters' Compendium: Monstrous Motherhood

Art by MadameThenadier


Green Hag Mother

Medium fey, neutral evil


  • Armor Class 18
  • Hit Points 135 (18d8+54)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 14 (+2) 16 (+3) 15(+2) 14 (+2) 16 (+3)


  • Saving Throws Wis +6, Cha +6
  • Skills Arcana +5, Deception +6, Perception +5, Stealth +5
  • Damage Resistances piercing from nonmagical weapons
  • Damage Immunities acid
  • Condition Immunities charmed, frightened
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Draconic, Sylvan, Elvish
  • Challenge 6 (2,300 XP)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

3/day: dissonant whispers, sleep, unseen servant

1/day: enemies abound

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) check.

Steadfast Mother. A practiced caster, the hag makes concentration (Con) checks at advantage.

Actions

Multiattack. The hag makes two melee weapon attacks.

Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.

Illusory Appearance. 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. The 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 25 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. 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

Evil Sisters' Compendium: Monstrous Motherhood


Green Hag Grandmother

Medium fey, neutral evil


  • Armor Class 19
  • Hit Points 255 (30d8+120)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 14 (+2) 18 (+4) 19(+4) 17 (+3) 20 (+5)

  • Saving Throws Wis +8, Cha +8, Int +9, Dex +7
  • Skills Arcana +9, Deception +10, Perception +8, Stealth +7
  • Damage Resistances piercing, bludgeoning, and slashing from nonmagical weapons
  • Damage Immunities acid, psychic, poisoned
  • Condition Immunities charmed, frightened, paralyzed, stunned
  • Senses darkvision 120 ft., passive Perception 18
  • Languages Common, Draconic, Sylvan, Elvish, Gnomish, Dwarvish
  • Challenge 13 (10,000 XP)

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery, dissonant whispers, sleep, unseen servant

3/day: enemies abound, confusion, geas

1/day: synaptic static, mass suggestion, feeblemind

Mimicry. 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.

Legendary Resistance (3/Day). If the hag fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The hag makes three melee weapon attacks.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.


Illusory Appearance. 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. The 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 30 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. 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

Legendary Actions

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hag regains spent legendary actions at the start of its turn.

Cantrip. The hag casts dancing lights, minor illusion, or vicious mockery.

Spell (Costs 3 Actions). The hag casts an innate or coven spell.

Claw. The hag makes a claw attack.

Invisible Retreat (Costs 2 Actions). The hag uses invisible passage and can move up to half her movement.


Night Hags

Both fiends and fey, the night hags are amongst the most evil of the hags, if such a thing is possible. They collect and barter evil souls with the fiends of the outer planes, while sowing as much evil and discord in the world as possible.

Night Hag Daughters

Are almost always allowed to be raised by humans, that makes it much more terrifying for the parents and local community when the daughter finally turns. While not at full strength, a night hag daughter is still more than capable of butchering a handful of commoners with pitch forks.

A night hag does not mature until she crafts both a Heartstone and a Soul bag. She innately knows how, but lacks the resources. Night hag daughters can spend months, days, or even years trying to find the components necessary to craft their tools of the trade.

Evil Sisters' Compendium: Monstrous Motherhood

Night Hag Mothers

Night hags can only become mothers by harvesting enough souls to appease their fiendish overlords in the nine hells. By harvesting the souls of the most evil corrupted humans, usually ones they corrupted themselves, a night hag can win favor of a devil patron and have their status elevated. Of course, the rise in station also means a rise in expectations. Night hag mothers are even more capable of harvesting souls, and do so with the malicious gusto attributed to their kind.

Additionally, night hag mothers begin to better understand the arcane, learning spells to not only decieve magic users, but also protect themselves from other outer planar creatures who might harm them, as well as dispel pesky wards designed to keep them at bay.




Night Hag Daughter

Medium fey, neutral evil


  • Armor Class 15
  • Hit Points 65 (10d8+20)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 14 (+2) 12(+1) 13 (+1) 15 (+2)

  • Skills Deception +4, Insight +3, Perception +3, Stealth +4
  • Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 3 (700 XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.


Night Hag Mother

Medium fey, neutral evil


  • Armor Class 18
  • Hit Points 136 (16d8+64)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 14(+2) 16 (+3) 18 (+4)

  • Skills Deception +8, Insight +7, Perception +7, Stealth +7
  • Damage Resistances cold, fire
  • Damamge Immunities bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 9 (XXX XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

1/Day each: magic weapon, Nystul's magic aura, dispel magic, magic circle

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws (Hag Form Only). Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (3/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 11 (2d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Evil Sisters' Compendium: Monstrous Motherhood

Night Hag Grandmother

Night hag grandmothers are appointed, not earned, by their masters in the nine hells. Their arcane magic makes them powerful servants and spies for the lords of the nine hells, now able to teleport, trap planar enemies, and they are strong enough to repel relatively strong attacks against them.

All night hags operating in their domains are expected to serve them, to the best of their abilities. Kin or not, they are still fiends, and subserviance can never be mistaken for loyalty. The only loyalty a night hag grandmother can expect to recieve is that which is backed by intimidation and the threat of violence.

Art by Frozenstocks



Night Hag Grandmother

Medium fey, neutral evil


  • Armor Class 19
  • Hit Points 196 (23d8+92)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
22 (+6) 18 (+3) 20 (+4) 16(+2) 18 (+3) 20 (+4)

  • Skills Deception +7, Insight +6, Perception +6, Stealth +6
  • Damage Resistances cold, fire
  • Damamge Immunities poison; bludgeoning, piercing, and slashing from nonmagical weapons
  • Condition Immunities charmed, blinded, restrained, poisoned
  • Senses blindsight 20 ft., darkvision 120 ft., passive Perception 16
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 13 (XXX XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

3/Day each: magic weapon, Nystul's magic aura, dispel magic, magic circle

1/Day each: arcane eye, Leomund's secret chest, planar binding, teleportation circle

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Legendary Resistance (3/Day). If the hag fails a saving throw, it can choose to succeed instead.

Actions

Multiattack: The hag makes two weapon attacks.

Claws (Hag Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 24 (4d8 + 6) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting. While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 11 (2d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Legendary Actions

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hag regains spent legendary actions at the start of its turn.

Spell (Costs 3 Actions). The hag casts an innate or coven spell.

Claw. The hag makes a claw attack.

Etheareal (Costs 2 Actions). The hag uses etherealness.

Move. The hag takes the dash action.

Evil Sisters' Compendium: Monstrous Motherhood

Annis Hags

Some believe the annis hags came about when hags attempted to mate with fomorian, devouring their children and trying to reproduce. Regardless of the truth or lies, annis hags are fond of giant-kin creatures as ugly and deformed as themselves. The more they mature, the larger and more powerful they become.

Annis Hag Daughters

Annis hag daughters are as often raised by half-ogres, ogres, and whatnot as they are by the hags. After all, mature annis spend their time tempting and corrupting young children. The annis daughters are brutish themselves, using their enhanced physical strength and terrifying visiage to browbeat those around them into submission. While not quite yet strong enough to take over a family of ogres or trolls, annis hag daughters will sometimes start with orcs, goblins, kobolds, or brigands, anything they can physically and socially control.

It is unknown whether this process or some other process is responsible for them maturing into full grown hags. Because of their inherant chaotic magic, it could be some combination of both. Many believe annis hags actually grow to full maturity through time, the same as other beings although most hags call this theory nonsense.

Annis Hag Mothers

Annis hags eventually become mothers over time, or after they have adopted enough creatures as their surrogate children, or after they have corrupted enough children, or after a number of other possible things. Annis hag mothers are the same size as normal hags, but gain the ability to alter their size, becoming even larger and more frightening. When they do so, they can hug creatures equal to their size.

Hag mothers often keep around families of the giant-kin creatures they've adopted, as well as mountain and hill monstrous creatures they've raised from birth. As much as they love corrupting children, annis hags also enjoy their pets and are surprisingly maternal in their own way. As much as they love controlling weaker creatures, they also enjoy showering them with discipline and sadistic tendencies.

However, annis hags are fickle creatures, and once they have nurtured a given group of creatures, protected and led them for a time, they are sometimes prone to leaving and finding a new group with which to spend their time and resources.

Annis Hag Grandmother

The grandmother of the annis hags on the prime material plane cares little for the plots and machinations of her annis children. She wishes simply for them to act in the ways they choose, the same as her. She will often bind a large group of followers and minions to her will, wreaking havoc upon the countryside. Unlike night hags and green hags, who often excercise caution, an annis grandmother is a force of destruction in and of itself.

The annis grandmother is not stupid, or unwise. Her plans will be intelligent and self serving, but often with no apparent logic behind them beyond desire. Annis grandmothers don't think of grand schemes or plans, they simply play on whatever desire or goal most strongly appeals to them. Additionally, they can enlarge themselves into gargantuan creatures, as tall as storm giants and nearly as strong. Also, they can jump tremendous heights, and control the earth itself to a lesser extent.


Annis Hag Daughter

Medium fey, chaotic evil


  • Armor Class 14
  • Hit Points 44 (8d8+8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 13 (+1) 11(+0) 13 (+1) 13 (+1)

  • Saving Throws Con +4
  • Skills Deception +3, Perception +3
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Common, Giant, Sylvan
  • Challenge 2 (XXX XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 11). She can innately cast the following spells, requiring no material components:

At will: disguise self (including the form of a Medium humanoid), fog cloud

Actions

Multiattack. The annis makes three attacks: one with her bite and one with her claws.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.

Claw. Mefee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Crushing Hug. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 24 (6d6 + 3) bludgeoning damage, and the target is grappled {escape DC 13) if it is a medium or smaller creature. Until the grapple ends, the target takes 24 (6d6 + 3) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Evil Sisters' Compendium: Monstrous Motherhood

Art by KeremBeyit



Annis Hag Mother

Large fey, chaotic evil


  • Armor Class 18
  • Hit Points 127 (15d10+45)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 12 (+1) 16 (+3) 15(+2) 16 (+3) 17 (+3)

  • Saving Throws Con +7
  • Skills Deception +7, Perception +7
  • Damage Resistances cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities stunned, paralyzed
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Common, Giant, Sylvan
  • Challenge 10 (XXX XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: disguise self (including the form of a Medium humanoid), fog cloud, enlarge/reduce (self only, does not require concentration)

Actions

Multiattack. The annis makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) piercing damage.

Claw. Mefee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage.

Crushing Hug. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 46 (9d8 + 6) bludgeoning damage, and the target is grappled {escape DC 15) if it is a large or smaller creature (huge if the hag is enlarged). Until the grapple ends, the target takes 46 (9d8 + 6) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Evil Sisters' Compendium: Monstrous Motherhood



Annis Hag Grandmother

Huge fey, chaotic evil


  • Armor Class 19
  • Hit Points 218 (19d12+95)
  • Speed 50 ft.

STR DEX CON INT WIS CHA
26 (+8) 14 (+2) 20 (+5) 16(+3) 18 (+4) 20 (+5)

  • Saving Throws Con +10, Str +13, Cha +10, Wis +9
  • Skills Deception +10, Perception +10
  • Damage Resistances fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities stunned, paralyzed
  • Senses darkvision 60 ft., passive Perception 20
  • Languages Common, Giant, Sylvan, Orc, Goblin, Draconic
  • Challenge 14 (XXX XP)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:

At will: disguise self (including the form of a Medium humanoid), fog cloud, enlarge/reduce (self only, does not require concentration), earth bind, jump

3/Day each: erupting earth

Legendary Resistance (3/Day). If the hag fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The annis makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Claw. Mefee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage.

Crushing Hug. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 57 (9d10 + 8) bludgeoning damage, and the target is grappled {escape DC 15) if it is a gargantuan or smaller creature. Until the grapple ends, the target takes 57 (9d10 + 8) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Legendary Actions

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hag regains spent legendary actions at the start of its turn.

Claw. The hag makes a claw attack.

Fog. The hag casts fog cloud.

Enlarge/Reduce. The hag casts or dispells reduce/enlarge self.

Bring Down the Foe (Costs 2 actions). the hag casts earth bind.

Bheur Hags

Bheur hags have innate magic, ready to be harnassed, but they require the proper materials and constructs to do it.

Bheur Hag Daughters

Bheur hag daughters, don't seem all that different from normal girls their age, initially. They don't grow giant claws, or become insanely strong. They do however, become cold, curious, and fascinated with the cold itself. They become resistant to cold temperatures, their hair turns white or blue, and they can control the weather itself with time and energy. Some such young girls are even kept and praised for their powers if raised in small, isolated farming villages. But underneath a Bheur hag daughter's new powers is a terrible hunger. All about them, the girls do not see people, they see meat, ready to be eaten.

The humanoid flesh the bheur hag daughter consumes, the more she begins to understand her own nature. After enough flesh has been consumed, the daughter is blessed with an evil revelation, how to make a graystaff. The daughter then must find all of the components necessary. Upon assembling her staff, the daughter becomes a full fledged bheur hag.

Bheur Hag Mother

While the bheur hag mother still needs her staff to fuel some of her powers, she has begun to tap into the cold magic inside of her without it as well. Bheur hag mothers have begun to move past the need for their graystaffs, but still rely on it most of the time. In order for a bheur hag to mature, she must slay the bheur hag grandmother, something much easier said than done.

Bheur Hag Grandmother

The bheur hag grandmother is the essence of the winter, cold, and death. A monument to evil fey powers, even creatures of the unseelie court give her due respect. The bheur hag grandmother is cruel, sadistic, and has a heart of solid ice. Even other hag mothers and grandmothers avoid her whenever possible.

Art by Pixini-Stock


Bheur Hag Daughter

Medium fey, chaotic neutral


  • Armor Class 15
  • Hit Points 66 (12d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 14 (+2) 13 (+1) 11(+0) 12 (+1) 14 (+2)

  • Saving Throws Wis +3
  • Skills Nature +2, Perception +3, Stealth +4, Survival +3
  • Damage Resistances cold
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Auran, Common, Giant
  • Challenge 2 (XXX XP)

Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: ray of frost

1/day each: control weather

Actions

Slam. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 3 (1d6) cold damage.

Ray of Frost. Ranged Magical Attack, +6 to hit, range 60 ft., one target. Hit 4 (1d8) cold damage. The target's speed is reduced by 10 feet until the start of the hag's next turn.

Art by Eran Fowler


Bheur Hag Mother

Medium fey, chaotic evil


  • Armor Class 18
  • Hit Points 169 (26d8+52)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 18 (+4) 15 (+2) 14(+2) 15 (+2) 18 (+4)


  • Saving Throws Wis +6
  • Skills Nature +6, Perception +6, Stealth +8, Survival +6
  • Damage Resistances cold
  • Damage Immunities bludgeoning damage from nonmagical weapons
  • Condition Immunities Frightened, Paralyzed, Prone
  • Senses darkvision 60 ft., passive Perception 16
  • Languages Auran, Common, Giant
  • Challenge 11 (2,900 XP)

Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with a pound). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.

Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person#, ray of frost, ice knife

3/day each: cone of cold#, ice storm#, wall of ice#, sleet storm

1/day each: control weather, Otiluke's Freezing Sphere, Investiture of Ice

Actions

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 2) bludgeoning damage plus 10 (3d6) cold damage.

Ray of Frost. Ranged Magical Attack, +8 to hit, range 60 ft., one target. Hit 13 (3d8) cold damage. The target's speed is reduced by 10 feet until the start of the hag's next turn.

Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 17 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours.

Graystaff

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)

You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: hold person (2 charges), cone of cold (5 charges), ice storm (4 charges), or wall of ice (4 charges).

When you stand astride the staff and speak its command word, it then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.


Bheur Hag Grandmother

Medium fey, chaotic evil


  • Armor Class 19
  • Hit Points 322 (43d8+129)
  • Speed 30 ft., fly 50 ft.

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 16 (+3) 16(+3) 17 (+3) 22 (+6)

  • Saving Throws Wis +9, Int +9
  • Skills Nature +9, Perception +9, Stealth +11, Survival +9
  • Damage Resistances fire, lightning, acid
  • Damage Immunities cold, necrotic, bludgeoning, piercing, and slashing damage from nonmagical weapons
  • Condition Immunities Frightened, Paralyzed, Prone
  • Senses darkvision 60 ft., passive Perception 19
  • Languages Auran, Common, Giant
  • Challenge 17 (2,900 XP)

Bestowed Graystaff Magic. The grandmother hag no longer needs her staff to use her magic. However, she can give that magic to another creature.

Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.


Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person#, ray of frost, ice knife, cone of cold, ice storm, wall of ice, sleet storm

3/day each: control weather, Otiluke's Freezing Sphere, Investiture of Ice

Legendary Resistance (3/Day). If the hag fails a saving throw, it can choose to succeed instead.

Actions

Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (4d8 + 2) bludgeoning damage plus 10 (3d6) cold damage.

Ray of Frost. Ranged Magical Attack, +12 to hit, range 60 ft., one target. Hit 18 (4d8) cold damage. The target's speed is reduced by 10 feet until the start of the hag's next turn.

Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 90 feet of her and able to see her must succeed on a DC 18 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours.

Legendary Actions

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The hag regains spent legendary actions at the start of its turn.

Ray of Frost. The hag casts ray of frost.

Dash. The hag moves up to her fly speed.

Cast a Spell. The hags casts an innate spell (3 actions).

Evil Sisters' Compendium

Section 3: Dark Bargains

A section detailing dark dealings with hags. Good for messing with the PCs, world building, and/or creating stories for your NPCs.

Map by /u/mrvalor

Evil Sisters' Compendium: Dark Bargains

Section 3: Dark Bargains

Hags are quick to drive bargains with mortals, and have many things for purchase. Every purchase is considered to be a minor, moderate, or major purchase, requiring a minor, moderate, or major payment in return.

A hag will often agree to minor purchases, but over time will want to elevate the purchases made by their victims. Both payments and puchases must be negotiated and agreed upon by the hag and the victim for the deal to take place. After the deal agreed upon and struck, they shake hands and the deal is sealed by unbreakable fey magic.


Semantics

In this section, hag refers to the hag being purchased from and victim is the person making the purchase. The payment is what is being paid by the victim, the purchase is what is being provided by the hag.


Payments

Payments can be many things, but are often services performed by the victim. A victim in a hurry, can instead chose to indebt themself to the hag.


Service Payments

Service payments are the most common, the victim agrees to perform a service in exchange for their purpose. Hags are never just doing favors for just one mortal, creature, or beast, but many at a time. As a result, one victim's payment might be another victim's purchase. Other times, the payment is for its own diabolical purpose. No one but the hag ever truly knows.

The nature of the favor depends upon the nature of the person performing it. For good characters, it might be something sinister. For neutral characters, it might be something that is dangerous to them. For evil characters, it might be something that helps their enemies or looses them wealth. All service payments should be at least slightly suspect to the character asked to do them, increasing in severity for moderate and major payments.

All service payments will be due before or immediately after the purchase is recieved. If the purchase is recieved before payment is exacted, there will be a time limit, usually counted in threes such as three hours, three days, three weeks, three months, or three years for the victim to complete the agreed upon service.


Minor service payment examples include:

  • Frame an elven lady named Induimroth by forging documents in her name. (good)
  • Go to the nearby village and falsely testify on the behalf of a murder suspect. (lawful)
  • Tell a local captain of the guard that you saw a caravan headed in a certain direction. (good or lawful)
  • Take a demonic relic of the demon Ildorj to a local aristocrat. (good)
  • Fetch a hair from a unicorn's mane. (neutral)
  • Deliver a sealed chest to an enemy or rival. (evil)

Moderate service payment examples:

  • Free the notorious highwayman Osprey from a caravan where he is being taken to the capital for execution. (good or lawful)
  • Kill the peers and business partners of a wealthy dwarf named Anzin. (good)
  • Travel into the wilderness and bring back a unicorn's horn. (neutral)
  • Deliver a good amount of gold to an enemy or rival. (evil)
  • Go to the local constabulary and falseley confess to someone else's crime. (any)
  • Travel into the dangerous demilitarized zone and retrieve important notes of the corpses of the fallen (any).

Major service payment examples:

  • Assist a wizard named Zieram for his upcoming ritual. If successful he will become a liche. (good)
  • Awaken the Leviathan of the Sea of Traitors. (good)
  • Find the legendary unicorn guardian of the elvish kingdom and butcher it, returning with its head. (any)
  • Rig a trial to indict the heir to the throne as being a traitor. (lawful, or any)
  • Slay a local dragon that has been encroaching on the witch's territory. (any)
  • Betray your cleric order. (any cleric)

Art by Semyk3

Evil Sisters' Compendium: Dark Bargains

If the victim fails their assigned task, but has not recieved their purchase yet, the hag might allow a second try but will usually place them into debt. See Indebted to a Hag.

If the victim fails to make their payment and has already recieved payment, they become cursed until their payment is fullfilled. The hag might allow them to go into debt, but usually at a higher level of payment. Therefore, if someone defaults on a moderate payment, the hag might let them go into debt at the major level.

Standard curses for nonpayment include:

  • Minor Curse: The victim immediately suffers a -2 to an ability score of the hag's choosing. The effect is permanent until dispelled by remove curse or a similar, higher level spell.
  • Moderate Curse: The victim immediately suffers a -2 to two ability scores of the hag's choosing, or a -4 to one ability score. No ability score may be lowered below a 6 using this curse. The effect is permanent until dispelled by greater restoration or a similar, higher level spell.
  • Major Curse: The victim immediately suffers a -2 to three ability scores of the hag's choosing, a -4 to one ability score and a -2 to another ability score determined by the hag, or a -6 to one ability score determined by the hag. No ability score may be lowered below a 6 using this curse. The effect is permanent until dispelled by wish.

Hags are spiteful creatures, and will often target either the thing a victim is best at, or the worst at. For example, they might target a fighter's strength to be curse, but if the fighter is alread unintelligent, they might toss an extra penalty on that instead. If the victim has a high charisma, the hag will quite often curse charisma. Hags despise those who are beautiful and charming.

Material Payments

A hag won't typically barter for individual objects, regardless of worth. They aren't creatures that think about specific things, they think about everything in relation to the whole. Common material payments are a percentage of the victim's total material worth at the time of payment or the time when the deal was struck, including all magic items, assets, and coin. If the victim has pets, mounts, servants, or even unclaimed inheritances, those values are included in the owed amount.

This is usually a one time payment to be payed at a time of the hag's choosing. However, it can be paid over the period of 3 moon cycles, with payment due at a specific moon phase every lunar month. Hags prefer this because if the victim misses a payment, the victim becomes indebted to the hag.

Fortunately, the hag cares more about quantity than quality, and will seldom dictate exactly what is used to pay the debt. There can be exceptions to this, in the case of heirlooms or items important to the victim. These however, are considered personal payments, described below. Material payments include:

  • Minor payment: 25% of the victim's total worth.
  • Moderate payment: 50% of the victim's total worth.
  • Major payment: 100% of the victim's total worth.

A victim not holding up to their end of the deal will suffer a curse fitting their breach of contract:

  • Minor Curse: The victim suffers bad luck, loosing 50% of their current wealth over the next 1d8 days and 25% of all wealth they collect in the future. The effects of this curse are permanent can only by removed by a wish spell.
  • Moderate Curse: The victim suffers bad luck, loosing 100% of their current wealth over the next 1d8 days and 50% of all wealth they collect in the future. The effects of this curse are permanent can only by removed by a wish spell.
  • Major Curse: The victim suffers bad luck, loosing 100% of current wealth and all wealth they attempt to accumulate in the future. The effects of this curse are permanent can only by removed by a wish spell.

Personal Payments

Personal payments are payments of self. These are payments where instead of time or money, the victim is giving up a piece of themself to the hag. Because these are personal, they vary from person to person. Similar to material payments, often times a hag will not immediately enact the payment, prefering instead to demand payment at a time and place of their choosing. Example supernatural payments include:

Minor personal payment examples:

  • The victim promises their first born child to the hag.
  • The victim agrees to give permanently give up knowledge (loose a language or skill proficiency).
  • The victim looses their earliest childhood memories.
  • The victim gives up a trinket or heirloom they are fond of.
  • The victim gives up their voice.
  • The victim loans their natural gift to the hag (lowers their highest ability score by 6) for 1 week.

Moderate personal payment examples:

  • The victim gives up the ability to love the thing they love the most.
  • The victim gives up the ability to feel happiness.
  • The victim gives up a skill they have (loose 1 skill proficiency).
  • The victim looses all of their memories before adulthood.
  • The victim gives the hag an heirloom with monumental family value.
  • The victim loans their natural gift to the hag (lowers an ability score by 6) for 1 month.
  • The victim gives up their current (most prominent) profession for a year.

Major personal payment examples:

  • The victim vows to murder the creature they most love.
  • The victim looses all of their memories.
  • The victim gives up personal status. Only valid if they are a prince, queen, general, guildmaster, or similarly high titled person.
  • The victim gives up their voice. (bards)
  • The victim loans their natural gift to the hag (lowers an ability score by 6) permanently.
  • The victim is aged half of their natural lifespan.
  • The victim gives up their current (most prominent) profession forever.

Personal payments cannot be magically reversed by any known magical spell or ability from a mortal, not even a wish spell.

Evil Sisters' Compendium: Dark Bargains

For failing to hold up the side of the bargain with personal payments, hags are usually a bit more inventive and the curse takes the form of something more sinister than standard curses as detailed in the service payments section, although those can be used instead. Example inventive curses include:

Minor curse examples:

  • The victim is constantly hounded by foes rated as an medium fight (based on the power of the victim and their companions). Once defeated, new foes will replace them within 1d4 weeks.
  • The victim cannot tell a lie.
  • The victim ages at twice the normal rate.
  • The victim only heals half the normal amount from healing effects.

Moderate curse examples:

  • The victim is constantly hounded by foes rated as a hard fight (based on the power of the victim and their companions). Once defeated, new foes will replace them within 1d4 days.
  • The victim cannot tell the truth.
  • The victim ages at 5 times the normal rate.
  • The victim gains experience at half the normal rate. It takes twice the normal time to learn languages and tool proficiencies in down time.
  • Dice rolled to heal the victim are always treated as 1s.

Major curse examples:

  • The victim is constantly hounded by foes rated as an deadly fight (based on the power of the victim and their companions). Once defeated, new foes will replace them within 1d4 hours.

  • The victim ages at 10 times the normal rate.
  • The victim cannot gain experience.
  • Healing spells and effects do not affect the victim.

Unlike service payments and material payments, not even a wish spell can undo these curses. Only the hag who bestowed the curse can, if still alive, remove it.

Indebted to a Hag

Doing favors for a hag and breaking a bargain with a hag are both terrible ideas. The victim now has a minor, moderate, or major debt owed to the hag, equal to the payment they were supposed to provide. Those in debt can be expected to do the following at the hag's whim:

  • Minor Service: A lesser crime against society or the natural order on the hag's behalf such as trespasing, pickpocketing, trivial theft, vandalism, killing innocent lesser creatures, disrespecting a holy place or object, etc.
  • Moderate Service: A more serious crime such as forgery, lying under oath, slander of the government, theft of an expensive treasure, assault, releasing a criminal from custody, killing a semi-intelligent creature, defacing a holy or mystical thing, etc.
  • Major Service: Most serious of crimes such as treason, murder, mass murder, attempted rebellion, making a natural creature extinct, killing an innocent sentient creature, corrupting a place of peace, stealing a national treasure/religious artificat, etc.

If the service is below the level of debt incurred by the victim, it does not count to paying off the debt. They must perform a service at the level of debt they have to be straight with the hag. Hags try to never let that happen. It is these types of debts that keep the hag's networks both intact and powerful. Victims who refuse to do the hag's bidding will get struck with their original curse.

What's more, the hag will often magically summon the victim through mysterious means and give them little to know knowledge about what they are doing and why, and no choice in the matter.


Art by Snatti89

Evil Sisters' Compendium: Dark Bargains

Purchases

Hags can provide a variety of goods and services to anyone willing to pay the price. From magical trinkets, enchanted gifts, the remnants of legendary weapons, curses on enemies, potent blessings, and even personal favors from the hag herself, almost anything is on the table when bargain with a hag.

  • Cursing One's Enemies
  • Enchanter Gifts
  • Exotic Food and Drink

Cursing One's Enemies (minor, moderate, or major purchase)

Practically any curse previously described (or others, be creative), can be cast upon one's enemies. The payment level is always one level higher than the curse, meaning only minor or moderate curse can normally be placed on an enemy, with the victim requiring a moderate or major payment respectively. Three victims can all offer a major payment to curse a single enemy with a major curse. In such cases, all three victims have completely different payments, they cannot double or triple up to provide the same payment.

It should be noted: hag's have a tendency to twist such curses. For example, a character might ask that their mortal enemy be cursed to loose their fortune. They do so, but instead end up falling in love, moving to a cabin in the wooods, and living happily ever after. Hags delight in twisting a victim's desires against them.

Enchanted Gifts (minor, moderate, or major purchase)

Hags can provide enchanted gifts that have a variety of purposes, but are usually meant to woo the favor and affections of another. More than one tyrant achieved power by making an evil bargain with a hag.

When gifted to another, all of them cause the reciever to be charmed by the victim, as per charm spell with a save difficulty of the Hag's spellcasting DC. The reciever makes the check at disadvantage. The spell lasts for

  • Minor purchase: 1 week
  • Moderate purchase: 1 month
  • Major purchase: 1 year

Once the charm spell is over, or if it is unsuccessful, the magical properties of the gift will not function. Unlike the other trinkets, the gifts do not require the hag's victim to roll anything after they are used. The gifts, will slowly destroy the reciever over time.

  • Crystalline Jewelry box, full of Platinum. The reciever can draw out 1d4x100 platinum from the box every 10 days. However, they will quickly begin alienating their closest friends and allies. After 1 month, they have no friends or family left. After 1 year, they have made enemies of everyone they've met.
  • Sable Talisman inlaid with Platinum. The reciver gains an effective Charisma of 22 while wearing the talisman, growing physically more beautiful. If they ever take it off, their charisma becomes half of what it was originally and can only be restored by a wish spell.
  • Garnet Ring set with Moonstone. Instead of just being charmed, the reciever of the gift is in love with the hag's victim, as per a philter of love. However, the reciever cares for nothing except the love of the hag's victim, and will begin to waste away as they refuse to eat, sleep, or do anything other than pine for their love. After 1 month, th reciever constantly suffers a point of exhaustion. After a year, they constantly suffer from 3 levels of exhaustion.
  • Crystal Bottle of Exotic Wine. Drinking wine from the bottle removes any levels of exhaustion the reciever might have, heals 2d8 hit points, and gives reciever the effects of bless. It is everfull for 3 weeks of every month, and for the remaining week the imbiber suffers from 1d4+1 levels of unremovable exhaustion.
  • Brass Bound Book. The reciever now proficiency in all knowledges and tool kits while they have the book on them and can reference it. However, they have disadvantage on all other skill checks.

Sometimes, seemingly clever victim will try to get around the magic by giving the gift as a malicious gift to an enemy. In these cases, after 2d20+8 (10-48 hours), the hag's victim will begin experiencing the negative effects of the gift while the reciever still enjoys the benefit.

Exotic Food and Drink (minor purchase)

Hags are suppliers of all types of magic, even consumables that aught not be consumed. If a foolish person becomes cursed, a hag will gladly remove it, for a price. The hag gives the victim enough for 1d20 uses.

  • Cask of pickled mice. Upon activation, for 1 hour the victim is affected by the reduce spell and can speak with all rodents at will as per the speak with animals spell.
  • Cask of smoked frogs. Upon activation, for 1 hour the victim can breathe water, has a swim speed equal to their movement speed, and has fire resistance.
  • Full waterskin made of elf flesh. Upon activation, for 1 hour the victim can speak elvish, has advantage on stealth rolls, is immune to sleep effects, and has advantage on saves vs charm.
  • Pouch of thorny medicinal herbs. Upon activation, for 1 hour is affected by the regenerate spell for 1 hour.
  • Jar of dwarf jelly. Upon activation, for 1 hour can speak dwarvish, has resistance to poison damage, resistance on saves verse poison, and darkvision of 60 ft.

After each use, the victim must roll on the table below.

1d20 Result
1-2 Major Curse. Victim suffers -6 to a random attribute (but will not lower a attribute below a 6) for 1 year. The symptoms will manifest after 2d20+8 (10-48 hours).
3-5 Moderate Curse. Victim suffers -4 to a random attribute (but will not lower a attribute below a 6) for 1 month. The symptoms will manifest after 2d20+8 (10-48 hours).
6-10 Minor Curse. Victim suffers -2 to a random attribute for 1 week. The symptoms will manifest after 2d20+8
11-19 Nothing Happens
20 Boon: The effects last for an additional 24 hours.

Evil Sisters' Compendium: Dark Bargains

Favors (minor, moderate, or major purchase)

Amongst other purchases, sometimes a hag needs to do some dirty work, or have her minions do some dirty work. The victim can ask for a favor to be performed, similar to a service. Some examples include:

  • Hide or protect a person, place, or thing
  • Retrieve a person, place, or thing
  • Cast a spell or provide a spell scroll
  • Destroy or defeat a person, place, or thing
  • Revive/bring back a person, place or thing
  • Provide information about a person, place, or thing

The level of payment required depends upon how difficult the task is for the hag to provide, but also how valuable it is for the victim. A seemingly small task might require a moderate or even major payment if time is crucial, the victim will die/suffer immensely, without it, etc. For example, a slick-tongued bard might be able to talk the hag into raising the party's fighter for a moderate purchase. However, if the same bard wants to bring back their cleric, and the one person in the group who could normally raise dead, the hag might instead make it a major purchase. Favors are subjective, and hags will take advantage of any percieved weakness.

Miracles (minor, moderate, or major purchase)

Miracles can include becoming better at one's trade, gaining skills or abilities, youth, fame, fortune, or other things. Blessings that can be handled with trinkets, curses, favors, are usually done that way first. If the victim wants something particularly miraculous, a hag can often deliver, but always at a price.

Minor miracle examples:

  • The victim recieves up to 1000 worth of items and/or coin from the PHB.
  • The victim gets a +2 to an ability score of their choice (not to exceed 20) for 1 month.
  • The victim gets a +4 to an ability score of their choice (not to exceed 20) for 1 week.
  • A person designated by the victim who has been dead for over a millenia is raised from the dead for 1 hour.
  • A person designated by the victim who has been dead for over a century is raised from the dead for 1 day.
  • A person designated by the victim who has been dead for less than a century but more than a decade is raised from the dead for 1 week.
  • A person designated by the victim who has been dead for less than a year is raised from the dead for 1 month.
  • The victim becomes a young adult in age for 1 year then they revert to their current age +1 year older.
  • The victim becomes famous across the local area.

Moderate miracle examples:

  • The victim recieves up to 10,000 worth of items and/or coin from the PHB.
  • The victim gets a +2 to an ability score of their choice (not to exceed 20) for 1 year.
  • The victim gets a +4 to an ability score of their choice not to exceed 20) for 1 month.
  • A person designated by the victim who has been dead for over a millenia is raised from the dead for 1 day.
  • A person designated by the victim who has been dead for over a century is raised from the dead for 1 week.
  • A person designated by the victim who has been dead for less than a century but more than a decade is raised from the dead for 1 month.
  • A person designated by the victim who has been dead for less than a year is raised from the dead for 1 year.
  • The victim becomes a young adult in age for 10 years, then they revert to their current age + 10 years.
  • The victim becomes famous across the entire kingdom.

Major miracle examples:

  • The victim recieves up to 100,000 worth of items and/or coin from the PHB.
  • The victim gets a +2 to an ability score of their choice (not to exceed 20) permanently.
  • The victim gets a +4 to an ability score of their choice (not to exceed 20) for 1 year.
  • Three victims recieve up to 1,000,000 worth of items and/or coin from the PHB. (3 separate major purchases)
  • A person designated by the victim who has been dead for over a millenia is raised from the dead for 1 week.
  • A person designated by the victim who has been dead for over a century is raised from the dead for 1 month.
  • A person designated by the victim who has been dead for less than a century but more than a decade is raised from the dead for 1 year.
  • A person designated by the victim who has been dead for less than a year is raised from the dead for permanently.
  • The victim becomes a young adult in age and can live out the rest of their life as that age.
  • The victim becomes famous across all known kingdoms and lands

Of course, these ideas are not exhaustive. Feel free to come up with new miracles or modify existing ones as needed.

Mystic Trinkets (major purchase)

Some trinkets are fundamentally insidious, blasphemous not just to an individual but to an entire ideology. Using these objects is more than gaining abilities, the victims partially transforms to represent the essence of the creatures whose powers they borrowed. The hag will loan a victim the mystic trinket for a period of 3 moon cycles, after which they must return it or suffer a major curse of the hag's choosing.

  • Ancient wooden totem looted from a temple. Upon activation, for 1 hour the victim has advantage on all religion checks, speaks celestial and primodial, and can cast absorb elements, burning hands, earth termor, feather fall, and ice knife at will, all cast as a 5th level spell.
  • Stone carved with draconic faces. Upon activation, for 1 hour the victim has advantage on all investigation and perception checks, gets a +5 to their passive perception, speaks draconic, can fly 60 ft., and can cast dragons breathe as a 5th level spell.

Evil Sisters' Compendium: Dark Bargains

  • Ritual knife taken from the founder of an ancient cult. Upon activation, for 1 hourthe victim has advantage on all arcane checks, speaks abyssal and infernal, and can cast inflict wounds, shield of faith, and command at will, all cast as a 5th level spell.
  • Head of a petrified dwarf lord. Upon activation, for 1 hour the victim has advantage on all history checks, speaks dwarvish and giant, has proficiencies in all weapons and armor, does an additional +4 damage on all attacks againsts giants, orc, and goblinkind. Additionaly, the victim can cast hunters mark at will, cast as a 5th level spell.
  • Pixie Matriarch entombed in amber. Upon activation, for 1 hour the victim has advantage on all nature checks, speaks elvish and sylvan, and can cast druid craft, invisibility, confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, and sleep at will, cast as a 5th level spell.

After each use, the victim must roll on the table below.

1d20 Result
1-2 Major Curse. For 1 year, all creatures speaking the languages the victim gained during the transformation will feel intense hatred towards the victim. The victim has disadvantage on all charisma check against them, and they have advantage on all checks to track or percieve the victim, and they will know both the victim's name and basic abilities. Additionally, they can sense the victim's presence within a 25 mile radius.
3-5 Moderate Curse. For 1 month, all creatures speaking the languages the victim gained during the transformation will be openly aggressive towards the victim. The victim has disadvantage on all charisma check against them, and the creastures have advantage on all checks to track or percieve the victim. Additionally, the creatures can sense the victim's presence within a 5 mile radius.
6-10 Minor Curse. For 1 week, all creatures speaking the languages the victim gained during the transformation will view the victim with distrust. The victim has disadvantage on all charisma check against the creatures. Additionally, the creatures can sense the victim's presence within a mile radius.
11-19 Nothing Happens
20 Boon: The effects last for an additional 24 hours.

Remnants of Legendary Weapons (major purchase)

Hags will sometimes collect magical weapons, but easier is to, over the years, collect the remains of destroyed weapons of legendary power, stretching out any remaining magic for those who might use them. Hags give these out, but only for a period of time and only with the agreement the trinket be used. The hag will loan a victim the remnant for a period of 3 moon cycles, after which they must return it or suffer a major curse of the hag's choosing.

  • Handle of Giantfang. Upon activation, for 1 hour the victim's effective strength modifier is doubled for the duration. Additionally, their carrying capacity is doubled.
  • Bowstring of the Fiendish Fury. Upon activation, for 1 hour the victim can make an additional ranged attack each round, ignoring the loading feature. Additionally, the victim has advantage on perception(wisdom) rolls.
  • Pommel of Wicked Nemsis. Upon activation, for 1 hour the victim had blindsight 15 ft. and any enemy struck by one of their weapons gains the poisoned condition, unless immune.
  • Half of Astral Devastator, the Quarterstaff. Upon activation, for 1 hour the victim's evocation spells deal maximum damage.
  • Broken Swordblade of Foebiter. Upon activation, for 1 hour the victim's melee attacks are all at made advantage. Additionally, when the victim takes damage, they can use their reaction to make a melee attack of opportunity against a creature within range that caused the damage.

After each use, the victim must roll on the table below.

1d20 Result
1-2 Major Curse. For 1 year, the hag's victim suffers from 3 levels of exhaustion that cannot be removed.
3-5 Moderate Curse. For 1 month, the hag's victim suffers from 2 levels of exhaustion that cannot be removed.
6-10 Minor Curse. For 1 week, the hag's victim suffers from 1 level of exhaustion that cannot be removed.
20 Boon. The effects last for an additional 24 hours.

Art by LuLubel

Evil Sisters' Compendium: Dark Bargains

Trinkets of Protection (moderate purchase)

Taken from creatures of good and evil origin alike, sometimes the magic of a creature can stay infused in it's material form for centuries, or even millenia after its death. With some additional brewing and infusion of magics by a hag, powerful items of protection can be crafted. However, the spirits of the dead seldom forget, and powerful curses can be placed on those who defile their bodies and belongings. The hag will loan a victim the trinket for a period of 3 moon cycles, after which they must return it or suffer a moderate curse of the hag's choosing.

  • Yuan-Ti Skin. Upon activation, for 1 hour the victim has advantage on all saves vs magic, is immune to poison damage and the poison effect.
  • Tattered Remaind of a Legend's Shield. Upon activation, for 1 hour the victim can use the shield spell at will.
  • Elk antler. Upon activation, for 1 hour the victim has the effects of haste at will.
  • Mangy Kir-Rin Pelt. Upon activation, for 1 hour has blindsight 30 ft., darkvision 120 ft., and legendary resistance.
  • Tattered Aarakocra Feather Cloak. Upon activation, for 1 hour the victim benefits from the effects of fly and does not provoke attacks of oppurtunity.

After each use, the victim must roll on the table below.

1d20 Result
1-2 Major Curse. For 1 year, victim regains only regains the minimum amount possible of hit points healed, has vulnerability to 2d4 types of damage, and disadvantage on 1d4+1 types of saving throws.
3-5 Moderate Curse. For 1 month, the victim halves hit points healed, has vulnerability to 1d4+1 types of damage, and disadvantage on 1d4-1 types of saving throws.
6-10 Minor Curse. For 1 week, the victim subtracts 1 from all dice rolled to heal them, has vulnerability to 1 type of damage and disadvantage on 1 type of saving throw.
11-19 Nothing Happens
20 Boon. The effects last for an additional 24 hours.

Trinkets of Summoning (moderate purchase)

In their years, hags have acquired numerous favors to creatures of all types, as a result they have trinkets that can be used to magically return those favors in an instant. That doesn't, however, mean that the summoned creatures are going to be happy about the situation. If they managed to already pay off their debt to the hag, they might even be hostile. The hag will loan a victim the trinket for a period of 3 moon cycles, after which they must return it or suffer a moderate curse of the hag's choosing.

  • Pouch of giant spider eggs. Within 1 minute 4d4+4 giant wolf spiders (MM CR 1/4), 2d4+2 giant spiders (MM CR 1), or 1d4+1 phases spiders (MM CR 3) show up and serve the victim for 1 hour.
  • Carved wooden statue of a dragon. The victim chooses the color of the dragon. Within 1 minute either 2d4 wymrlings (60% chance), 1d4 young dragons (25% chance), 1 adult dragon (10% chance), or an ancient dragon (5% chance) show up and serve the victim for 1 hour.
  • Collection of gnome skulls. Within 1 minute 3d6+4 Svirfneblin (MM CR 1/2) arrive and will serve the victim for 1 hour, after which they leave.
  • Bag of griffon feathers. Within 1 minute, 10 griffons (MM CR 2) arrive, serving the victim for 1 hour, even as mounts.
  • Pair of well-worn hide gloves. Within 1 minute, 3d6+2 scouts (MM CR 1/2) led by an archer (VGtM CR 3) show up and serve the victim for 1 hour.

After each use, the victim must roll on the table below.

1d20 Result
1-2 Major Curse. Twice the number of creatures rolled show up looking for blood. They will attack the party on site. If intelligent, it is possible to bribe them by giving up items of value.
3-5 Moderate Curse. The number of creatures rolled show up looking for blood. They will attack the party on site. If intelligent, it is possible to bribe them by giving up items of value.
6-10 Minor Curse. After the hour is up, any surviving creatures will turn on the victim and their companions.
11-19 Nothing Happens
20 Boon. Twice the number of normal creatures arrive OR the creatures serve for an additional 24 hours, players choice.


Sweetening the Deal

For those truly desperate and in need. They can make an additional deal with the hag, to automatically suffer any penalties incurred by the trinket after a given time. Up until that time, they get unrestricted access to the trinket's powers and do not have to roll on the chart every time the trinket is activated. If the victim wants to do this option, for 1 day of unlimited use the victim will suffer the minor curse for 1 week. For 1 week of use, the hag's victim will afterwards suffer the minor curse for 1 month. For 1 month of use, the victim will suffer from the moderate curse for 1 year. For 1 year of use, the victim will then suffer from the major curse permanently. Nothing outside of a wish cast by a divine being can undue a cursed effect. A hag will never allow the victim to make the same level of deal twice, always increasing the minimum they are allowed to make the deal.


Evil Sisters' Compendium: Dark Bargains

Using Dark Bargains In Your Campaign

Aside from using these bargains in your campaign, it's probably easier and more balanced to use them to build lore and the world. How did an ordinary NPC do something amazing? Maybe a hag is behind it. These rules have a treasure trove of crazy things that can happen using them, which can help build story hooks and adventure ideas. If you do decide to let the PCs bargain with a hag, treat these rules as guides. Be careful not to break your game but most importantly remember the hag is driving the ship, not the victim.

The ultimate point is that the hags traffic in the suffering of others. If the options in this text don't apply to your characters, change them so that they do. Depending upon your PCs goals, alignment, and desires, you might need to mix things up. A character has power stats for whatever reason? The -2 to one ability score becomes a -2 to 2 abilitiy scores and is still a minor payment.

This document is not a grocery list for PCs to pick from, it is a resource for DMs to tempt their players, and create epic stories for NPCs. Many of the Purchases are brutal, or outright broken over a given timeline. These are the things of legend, but the end results can make characters broken or outright unplayable. Even if they kill the hag, the fey magic endures. None of the things in this section are even suggestions, just ideas and options.

The Magic of the Bargain

Fey magic is not lawful in nature like the bargains made with devils, it is chaotic and thus both strong and sinister. Hags will twist words and intent every chance they get, and sometimes the nature of the deal with it. Hags, unlike devils, don't deal in written contracts. They deal in handshakes and binding magic that endures long after they have been slain.

Lifting a curses are possible, but have additional rammifications. Fey magic is strong, among the strongest, those attempting to bypass curses or payments can occassionally be successful, but typically are not. Doing things like accepting a curse curable with a remove curse spell, then showing back up the hag to barter more will often not end well for the victim.


Roleplaying the Bargaining Hag

Ask what the character wants. Or if for an NPC, think about what they want. Then look at this list, and see what is the best deal for the hag in terms of suffering. The hag should never offer someone what would actually be the best thing for them, rather the most insidious and most alluring.

In the meantime, hink of ways to shut off problem situation as soon as possible in game, while staying immersive and true to the narrative. Many of the purchases in this supplement are ill advised.

Hags are not Genies

The hag doesn't always have to grant wishes with magic. Each hag has a network of other hags, mortals, creatures, beasts, and even outer planar creatures it has bound to it over the years. Even if the miracle the hag was asked to perform would require wish, just because the hag can't cast wish, that doesn't mean there isn't a genie somewhere who doesn't owe her a favor.

A hag will put anything on the table that she is even remotely capable of delivering on. Fey magic is amongst the strongest known, and even powerful outer planar creatures are wise enough not to forfeit a deal struck with a hag.

On Trinket and Remnant Curses

The goal was to make each item powerful enough that it was tempting to use in certain situations, but the effects severe enough to strongly punish the victim. Granted, the goal isn't to incapacitate the character, but force them to take responsibility for their actions. Roll a 1-2 on most of these rolls is enough to make a PC realistically unplayable over time. They'll have to seek redemption, deal with the hag, or better yet go back and make even additional bargains with the hag.

Don't Forget Real-World Consequences

Someone drawing 1d4x100 plantinum out of a box every 10 days is going to have a profound impact on the local economy, unless they are in a very large city. In a village, this could cause rampant inflation in very little time. Many of the objects presented here are similar. They can, and should, have a profound impact on the game and setting.

Art by Akreon

Evil Sisters' Compendium

Section 4: Foul Nature

A section of tables for rolling followers, minions, servants, slaves and captives for your hags.

Map by /u/mrvalor

Evil Sisters' Compendium: Foul Nature

Section 4: Foul Nature

Hags use their social prowess and fierce magical natures to keep company around as they see fit. Whether in nearby abodes, the local village, or living in or near their own lairs, it is not uncommon for hags to not be alone. For the purposes of this section, different creatures might have different relationships with the hag as defined below:

  • Pets (Loyalty 25): Pets, best friend, loyal companion, and or family. This retainer is exteremely loyal to the hag, moreso than even other hags.
  • Followers (Loyalty 20): Followers, allies, or friends, these creatures serve the hag loyally of their own volition.
  • Minions (Loyalty 15): Allies likely manipulated or blackmailed into service, minions are loyal but with a smooth tongue and the right motivation, might be willing to look the other way.
  • Servants (Loyalty 10): For whatever reason, servants do as the hag requests, but harbor few positive feelings about her.
  • Slaves (Loyalty 5): Slaves are typically enslaved by a combination of mundane and arcane means, but would gladly rid themselves of the the hag.
  • Captives (Loyalty 0): Those who are being held against their will. If healed and armed, would often take up arms against their captor.


Loyalty Rules (Optional)

A creature's loyalty is simply the persuasion, deception, or intimidation check needed to get the creature to turn on the hag. It takes a roll of 5 over the DC to get the creature to betray the hag, a roll over 10 of the DC to get the creature to be willing to directly fight her.

Most of the time, even a creature abused by the hag would refuse to betray the hag not out of actual loyalty, but mostly out of fear.


Not all of the hag's associates will live with, or even near them. Some might be in the nearest village, in nearby caves, but most near or within the hag's domain of influence. Servants, slaves, captives, and pets will be located near the hag herself, but followers and minions can be anywhere. A hag's relationship with her different associates will likely be different. Sentient but unintelligent creatures like ogres or cyclopses, might even be told they are the hag's children, while beasts and monstrous creatures might have been raised from birth by the hag.

Meanwhile, humans and humanoids in the service of the hag, likely owe her favors and are indebted to her. Either that or they protect her out of fear.

Art by yousaf-ejaz

Evil Sisters' Compendium: Foul Nature

Sea Hag

Sea hags keep less company than other hags. Their minions are creatures of the sea and coast. Roll 1d2 times for a hag daughter, 1d4 times for a hag sister, 2d4 times for a hag mother, and 3d4+3 times for a hag grandmother.

d20 Creature
1 2d8 crabs (captives)
2 2d6 commoner fishers (slaves)
3 2d4 scouts (servants)
5 2d4+5 blood hawks (pets)
6 2d6+3 brigands (servants)
7 1d6+4 giant crabs (pets)
8 2d4 sahuagin (minions)
9 1 sahaugin priestess, 1d3 merrow, and 2d6 shuagin (minions)
10 1 cyclops (pet)
11 1d4+1 giant toads (pets)
12 1d4 manticores (pets)
13 1d8+1 harpies (followers)
14 1 young bronze dragon (servant)
15 1 sahaugin baron, 1d3 sahuagin priestesses, 2d8 sahuagin (minions)
16 2d6 ghasts (pets)
17 1d8+2 veterans (servants)
18 2d4 cyclopes (minions)
19 1 marid (minions))
20 1 dragon turtle (pet)

Green Hag

Green hags keep a fair amount of minions around, typically creatures of the forests and swamps where they live. Roll 1d3 for a hag daughter, 1d6 times for a hag sister, 2d6 times for a hag mother, and 3d6+2 times for a hag grandmother.

d20 Creature
1 1 panther (captive)
2 1d8+1 giant frogs (pets)
3 2d4 kenku (followers)
4 1 awakened tree (servant)
5 2d8 scouts (minions)
6 1 lizard folk shaman, 1d3 swarms of poisonous snakes, 1d10+2 lizardfolk (minions)
7 3d8 ravens (pets)
8 1 giant constrictor snake (pet)
9 1d10+5 tribal warriors (slaves)
10 2d6 orcs (minions)
11 2d4 dire wolves (pet)
12 1d6+2 phase spiders (pets)
13 1d3 shambling mounds (pets)
14 1 treant (servant)
15 1d4+1 will-o'-wisps (followers)
16 2d4 wights (followers)
17 1 orc Eye of Gruumsh, 1d3 ogres, and 2d10+5 orcs (minions)
18 1d6+2 shambling mounds (pets)
19 1 young green dragon (servant)
20 1d3 hydras (pets)

Art by Mangis

Evil Sisters' Compendium: Foul Nature

Night Hag

Night hags do not have a favored terrain, as such the following table is pulled from urban creatures. However, the night hag could roll on any hag's tables. Roll 1d3 for a hag daughter, 1d6 times for a hag sister, 2d6 times for a hag mother, and 3d6+2 times for a hag grandmother.

d20 Creature
1 1d6 black cats (pets)
2 1 commoner with 6 goats (servant)
3 2d8 cultists (followers)
4 3d4 giant rats (pets)
5 3d6 kobolds (followers)
6 3d6 bandits (minions)
7 1d8+1 swarms of ravens (pets)
8 1d10 shadows (servants)
9 1 cambion (servant)
10 1d4+1 cult fanatics
11 2d6 giant centipedes
12 4d4 acolytes (captives)
13 1 succubus or 1 incubus (minion)
14 1d4 knights with warhorses (minions)
15 2d4 dopplegangers (followers)
16 1 bandit captain, 5d10 bandits, all on horses (minions)
17 1d8 invisible stalkers (followers)
18 1d8+1 gladiators (slaves)
19 2d4 cambions (minions)
20 3d6 vampire spawn (minions)

Annis Hag

Annis hags favor giant and green skin related creatures. Roll 1d3 for a hag daughter, 1d6 times for a hag sister, 2d6 times for a hag mother, and 3d6+2 times for a hag grandmother.

d20 Creature
1 2d6 tribal warriors (slaves)
2 1d6+5 hyenas (pets)
3 2d4 stirges (pets)
4 2d4 goblins (followers)
5 1d4 half-ogres (followers)
6 2d4 orcs (minions)
7 1d2 ettins (followers)
8 2d4 aarakocra (slaves)
9 2d6 dwarf soldiers (captives)
10 1 ogre (pet)
11 2d4 orogs (followers)
12 1d6+2 ogres (followers)
13 1d4 ettins (followers)
14 1d12 half-ogres (minions)
15 1d6+2 bulettes (pets)
16 1d4 trolls (followers)
17 1d6+2 ettins (followers)
18 1d8+1 wyverns (pets)
19 2d4 hill giants (followers)
20 1d6+3 cyclopes (followers)

Art by Nathan Rosario

Evil Sisters' Compendium: Foul Nature


Bheur Hag

In lands of ice and snow, Bheur have various creatures around them. Roll 1d3 for a hag daughter, 1d6 times for a hag sister, 2d6 times for a hag mother, and 3d6+2 times for a hag grandmother.

d20 Creature
1 1d6+3 kobolds (followers)
2 1d3 ice mephits (followers)
3 1d4 winged kobolds (followers)
4 1 brown bear (captive)
5 1 griffon (captive)
6 1d4+3 commoner trappers (servants)
7 3d4 commoner refugees (slaves)
8 1 half-ogre (followers)
9 1 berserker (minions)
10 1d4 veterans (minions)
11 2d6+1 trapped zombies (pets)
12 2d4 berserkers (minions)
13 2d4 ice mephits (minions)
14 1d6+2 ogres (followers)
15 half orc druid and his polar bear (servants)
16 1d3 polar bears (pets)
17 3d20+60 caribou (slaves)
18 1d3 mammoths (pets)
19 young white dragon (pet)
20 1d3 abominable yetis (minions)


Note: Hag's Associates

Expecially for a mother or grandmother hag, rolling on these tables could create a small army for the hag. These could be in one place, but also spread out across the local region. Also, make no mistake that just because creatures all serve the same hag, that doesn't mean they are friendly with one another. Infighting amongst evil creatures is commonplace.

Art by LMorse

Evil Sisters' Compendium

Section 5: Dark Sorority

A section for developing hag contacts with other evil fey hags.

Map by /u/mrvalor

Evil Sisters' Compendium: Foul Nature

Art by ITM-FFF

Section 5: Dark Sorority

Charts for building a hag and their context withi hag society.

Hag Contacts

When making a hag, it can be assumed that the hag has contact with any other hags anywhere nearby. This section can be used to make a hag's allies and enemies list, specifically as it pertains to other hags. Older hags have vaster contacts than younger hags. A hag daughter will have 1d4-1 hag contacts, a hag sister will have 1d6 hag contacts, a hag mother will have 2d8 hag contacts, and a hag grandmother will have 3d10 hag contacts.

Note: The hags all will know most, if not all, of the other hags in the realm but that doesn't mean they have a relationship with them. A hag's contact is someone with which they have a positive, or negative, relationship.


1d20 Maturity
1-4 Hag Daughter
5-15 Hag Sister
16-19 Hag Mother
20 Hag Grandmother
1d20 Type
1-4 Sea Hag
5-11 Green Hag
11-14 Night Hag
15-17 Annis Hag
18-20 Bheur Hag


1d20 Current Relationship
1-3 Hatred
4-7 Open Aggression
8-12 Tolerance
13-16 Ambivalence
17-19 Friendship
20 Close Friendship
1d20 Time Known
1-4 Less than a year
5-9 2-10 years
10-13 11-100 years
14-17 100-1000 years
18-20 1000+ years


1d10 Reason for Relationship
1 The contact is the hag's mother.
2 The contact is the hag's sister.
3 The contact is the hag's aunt.
4 The contact killed the hag's mother.
5 The hag killed the contact's mother.
6 The last gift the hag brought the contact was rejected.
7 The contact brought the hag the best gift ever.
8 The hag and the contact once lived together.
9 The hag and the contact were once in the same coven.
10 The hag and the contact share followers.


1d10 Contact's Favorite Food
1 Pickled Mice
2 Smoked Frogs
3 Griffon Steaks
4 Unicorn Heart
5 Dried Wasps
6 Virgin Bones
7 Rotting Birds
8 Jellied Dwarf
9 Fried Pixies
10 Poisonous Mushrooms


1d10 Contact's Favorite Gift
1 Pickled Mice
2 Smoked Frogs
3 Griffon Steaks
4 Unicorn Heart
5 Dried Wasps
6 Virgin Bones
7 Rotting Birds
8 Jellied Dwarf
9 Fried Pixies
10 Poisonous Mushrooms

Number of Nearby Hags

Hags can live anywhere, but so can the rest of them. This table just determines how many hags live nearby.

1d10 Number of Hags
1 Isolated. The hag lives in a secluded area, far from any other hags. Maybe she is disliked by the other hags more than normal, maybe she was too popular and seek solitude. The nearest hag lives 1d4 months travel from the hag's lair.
2-3 Remote. There are 1d4 hags within a month's travel of the hag's lair.
4-7 Average. There are 2d4 hags living within a month's travel of the hag's lair and 1 hag living within a week's travel.
8-9 Popular Area. There are 3d4 hags living within a months travel of the hag, 2d4 hags living within a week's travel and 1d4 hag living within a day of the hag.
10 Highly Populated. There are 4d4 hags living within a months travel of the hag, 3d4 hags living within a week's travel, 2d4 hags living within a days trave, and 1d4 hags living just down the road an hour or so.

Hag's Relationship with Nearby Hags

1d10 Hag Relationship
1 Shunned. The worst thing that can happen to a hag, she was considered too cruel or likely not cruel enough. Other hags who know her name have disavowed her, and will openly share information of her whereabouts and weaknesses to those who might do her harm. To the other hags, this hag is better off dead. They will seldom seek to slay her directly, unless she confronts them in which case they will be violent.
2-3 Hated. Other hags show open contempt for the hag, cursing her name and wishing her ill will. Still, she is still considered a hag and outsiders who wish her harm will be considered enemies of the rest.
4-7 Disliked. Typically a best case scenario for a hag, they are simply disliked by the other hags and this isn't that bad. The hag is disliked, but isn't blamed for things and aside from the occasional insult, won't have their name thrown around blasphemously too often.
8-9 Ignored. Ignored hags typically have a pretty good deal, they simply aren't enough on the other hags' radars to be registered as a threat or an ally. Ignored hags come and go, dealing with their peers professionally without having their names brought up outside of that much at all. The more wise hags strive for this position in hag society.
10 Feared. Admiration, respect, loyalty, gratitude, these are all feeling hags don't have for other hags. All are mutch to vane and arrogant. However, the epitome of hag society is to have the fear of all others. Be it sheer power, innate cruelty, or some divined arcane secret, feared hags get the superficial subserviance and respect of the other hags they meet.

Hag in a Coven

A hag in a coven theoretically has an equal relationship with the others, but this is seldom the case. One personality is usually dominant enough to keep the other hags in line long enough for them to work together. This chart is some ideas.

1d10 Result
1 Terrible. Regardless of sheer power, socially the hag is treated as the weak link of the group, and for whatever reason endures it. Maybe the other hags have dirt on her, maybe no one else will suffer her to be in a coven. Regardless, she is the pyria in the group and takes abuse from the other hags because of it.
2-3 Bad.
4-7 Average.
8-9 Good.
10 Awesome.

Hag Daughter Background

1d10 Result
1 Good Parenting. Not only did the hag have good parents, but it worked. Upon transformation, she has been second guessing her nature the entire time. She has a horrible relationship with other hags, and has been actively seeking her own destruction since her transformation.
2-3 Loving Mother. The hag was raised by her hag mother, but not in a normal hag way. The hag coddled her, nurtured her, and made her completely unprepared for life as a hag. When she was of age, she was kicked out of her home with a completely twisted idea of what it means to be a hag. Other hags think it is hilarious, and she is now a laughing stock of the community.
4-7 Unsuspecting Parents. The hag was dumped with human parents, and upon her transformation did that which was natural. She's seen as a normal hag with all the lack of respect that it entails.
8-9 Unloving Mother. The hag was raised with 1d4-1 sisters by her hag mother. Upon reaching the transformation, she did as was expected, embraced her cruelty, and has been rewarded with experience and social wickedness in kind.
10 Bad Parenting. The hag's mortal surrogate family were as mean as she was about to become when she turned 13. She barely survived her mortal childhood, and all of the experiences she witnessed and endured only enpowered her that much more. After the transformation she was the result of a violent, ritualistic bloodbath that claimed the lives of countless innocents, destroying her mortal family.

Hag Background

1d10 Result
1 Rocky Start. The hag graduated from daughter to sister status, but just barely. She suffered many defeats, and they haunt her social life with other hags.
2-3 Recent Defeat. The hag recently suffered a defeat and lost many of her followers, possessions, lair and the other status symbols that make a hag a hag.
4-7 As Cruely As Needed.
8-9 Bones of Mine Enemies.
10 Only the Brave and Foolish.

Hag Mother Background

1d10 Result
1 Terrible Injury.
2-3 Next in Line.
4-7 Bad Mother of Many.
8-9 Unlikely Victory.
10 Loyaly Kin.

Hag Grandmother Background

1d10 Result
1 Nearly Slain.
2-3 Children's Coupe.
4-7 Rule by Fear.
8-9 Powerful Ally.
10 Legendary Status.

Sea Hag Social Trait

1d10 Result
1 Needs to be Loved.
2-3 Water Phobe.
4-7 Vindictive.
8-9 Sea Scourge.
10 Love or Death.

Green Hag Social Trait

1d10 Result
1 Doesn't Want Children.
2-3 Fell In Like.
4-7 Poison Them All.
8-9 With One Poison Berry.
10 A Kingdom Undone.

Night Hag Social Trait

1d10 Result
1 Terrible.
2-3 Bad.
4-7 Average.
8-9 Good.
10 Tempted the Untemptable.

Annis Hag Social Trait

1d10 Result
1 Terrible.
2-3 Bad.
4-7 Average.
8-9 Good.
10 Awesome.

Bheur Hag Social Trait

1d10 Result
1 Terrible.
2-3 Bad.
4-7 Average.
8-9 Good.
10 Awesome.

Evil Sisters' Compendium

Section 6: Dark Lairs

Section about Hag Lairs.

Map by /u/mrvalor

Evil Sisters' Compendium: Foul Nature

Section 6: Dark Lairs

Building A Hag Lair

Hag lair ideas.

Sea Hags

  • Sea Hag Daughter. A cottage by the sea, wrecked skiff turned upside down into a shelter, shallow underwater cave.
  • Sea Hag. Beached and rotting ship, fisherman's cabin with a dock, seaside cave.
  • Sea Hag Mother. Ancient ship connected to a series of intricate underwater tunnels, ancient sea caves, abandoned military lighthouse now coated with a thick lair of protective barnicles.
  • Sea Hag Grandmother. Mobile warship moving slowl of its own accord. Underwater sea cave that moves and changes over time. Abandoned island fortress now overgrown with jungle.

Green Hag

  • Green Hag Daughter. Small hovel, campsite, small merchant's wagon (10x10 ft.).
  • Green Hag. Cottage in the woods, hollowed out mishapen tree, merchant's wagon (10x20 ft.).
  • Green Hag Mother. House in the woods, larger on the inside, mishappen tree with a connected cave system, merchant's wagon larger on the inside than is physically possible.
  • Green Hag Grandmother. House in the woods that is a mansion on the inside, an ancient felled oak that now has a large room inside with a dungeon underneath, a merchant's wagon that is a warehouse inside.

Night Hags

  • Night Hag Daughter. Back alley hovel, desolate valley campsite, haunted burned house on the hill, ruins of a holy temple.
  • Night Hag. Fortune teller's booth in an alley, cottage in an old battlefield, mausoleum in a graveyard, abandoned holy temple.
  • Night Hag Mother. Well known fortune teller's booth and brothel, abandoned military outpost, corrupted temple.
  • Night Hag Grandmother. A place of pleasure where heroes go and leave corrupten and broken, a military outpost where the soldiers are complacent and violent, a once well known temple of good where all hope has been lost.

Annis Hags

  • Annis Hag Daughter. Abandoned barn on the outskirts of town, logger's campsite, collapsed mine, condemed outpost.
  • Annis Hag. Ransacked ranch, makeshift cabin in the woods, local cave, crumbling lookout tower.
  • Annis Hag Mother. Large homestead with swisted trees and rocks, cave with a makeshift stone entrance and several roughly hewn rooms, fortress overtaken by force.
  • Annis Hag Grandmother.

Bheur Hag Lairs

Ideas Include:

  • Bheur Hag Daughter. Abandoned trapper's cabin, small bear cave, lost refugee camp now all slaughtered with a single tent in the middle.
  • Bheur Hag.
  • Bheur Hag Mother.
  • Bheur Hag Grandmother.

Trap Ideas:

Credit: Thanks to /r/behindthetables and Donjon

  • Level and Threat
  • Trigger
  • Effect
  • Countermeasures
Damage Severity by Level
Character Level Moderate Dangerous Deadly
1-4 5 (1d10) 11 (2d10) 22 (4d10)
5-10 11 (2d10) 22 (4d10) 55 (10d10)
11-16 22 (4d10) 55 (10d10) 99 (18d10)
17-20 55 (10d10) 99 (18d10) 132 (24d10)
Spell Equivalent by Level
Character Level Moderate Dangerous Deadly
1-4 Cantrip 1st 2nd
5-10 1st 3rd 6th
11-16 3rd 6th 9th
17-20 6th 9th 9th + 5th
Trap To Hit/Save DC by Level
Character Level Moderate Dangerous Deadly
1-4 +2 / 10 +4 / 11 +6 / 13
5-10 +4 / 11 +6 / 13 +8 / 15
11-16 +6 / 13 +8 / 15 +10 / 17
17-20 +8 / 15 +10 / 17 +12 / 19

Tea Cup of Magic Missiles

A small teacup with arcane runes on the outside and steam coming out of it.

Level and Threat. Variable. Casts magic missile at a level detemined by desired level/threat.

Trigger. If the party come withing 10 feet of the teacup, they begin inhaling the steam, as they do, more steam starts coming out of the cup. If they stay within 10 feet of the cup for 2 rounds, the trap activates.

Effect. The runes on the cup glow and magic missiles form in the air, striking all of those in range as per the magic missile spell (three 1d4+1 magic missiles, plus one additional missile for each level beyond 1st).

Countermeasures. Covering the coffee cup with something solid or moving out of the areas will prevent the trap from going off.

Candy of Paralyzation

Near the entrance of the room is a sidetable with a bowl full of hard candies.

Level and Threat. As per a 2nd level spell.

Trigger. Walking within arm's reach of the candy.

Effect. DC X Wisdom saving throw or absent mindedly take a candy and pop it in their mouth, then being paralyzed for 1d8+2 turns. The victim can make a wisdom saving throw at the end of each of their turns to end the effects.

Countermeasures. Stay away from the candy. Specifically state they are not going to eat any of the candy.

Acid Spraying Plant

A plant is in the room, in a source of light. Around it there are black scorch marks and the area around it smells like sulfur.

Level and Threat.

Trigger. Coming between the source of light and the plant (casting a shadow upon it), will activate the trap.

Effect. The plant hisses and points at the party, releasing the effects of Melf's acid arrow (magical ranged attack, + X to hit, 4d4 acid damage plus 2d4 acid damage on the end of the target's next turn. Save for half damage).

Countermeasures. The plant can be handled safely, as long as it constantly has a light source. Alternatively, a secondary light source can be used to keep it happy.

Doll Holding a Loaded Hand Crossbow

There is a makeshift doll made of a haysack sitting in the room with buttons for eyes. In its lap is a hand crossbow. If the party comes into the room, the doll's head seems to roll towards the party. If they are talking, it will be still why they are talking. While they are quiet, its hands will slowly move towards the crossbow.

Level and Threat. Variable.

Trigger. If the party is not talking or singing for 3 rounds, the doll will fire its bow at the party.

Effect. +X to hit, Xd6 piercing damage plus Xd4 poison damage.

Countermeasures. If the party keeps talking, talking to the doll, singing and/or playing the doll will do nothing.

Woven Welcome Rug

It is a large rug in the floor. The rug says "Welcome." Underneath is an inscription that says "Dkifs gruckdjj omjikkkl" (Giant for "Say Welcome or Die").

Level and Threat. As per the blight spell.

Trigger. Stepping on the rug.

Effect. The rug uses the effect of blight on the first creature that touches it.

Countermeasures. Moving the rug without touching it. Saying "Welcome" in common or the language the inscription is written in. Casting dispel magic.

Candy Cane Doorframe

The doorframe is made of candy canes.

Level and Threat.

Trigger. Walking through the door

Effect. The candy canes attack the first person to walk through the door, dealing bludgeoning damage and the person must make a DC X check or be restrained until they make a DC X check.

Countermeasures. Licking the candycanes. Bashing the candycanes to a pulp, AC 10, 10 Hit Points, vulunerability to bludgeoning damage.

Humming Harp

This golden harp is floating 1 inch off the floor and is humming, it can be from outside the room. When approached, it begins playing itself, but is not making a sound other than the humming.

Level and Threat. As a 3rd level spell.

Trigger. Coming within 15 feet of the harp, everyone within a 30 feet of the harp is affected.

Effect. As per hypnotic pattern, lasting 1d8+2 rounds.

Countermeasures. Cutting a string, blindfolding oneself.

Skull with Glowing Eyes

Level and Threat.

Trigger.

Effect.

Countermeasures.

Stone Bust Dripping Blood from its Ears

Level and Threat. Trigger. Effect. Countermeasures.

Large Ball of Dust and Dirst Rolls Around the Floor

Level and Threat. Trigger. Effect. Countermeasures.

Barely Lit Candle Covered, Covered in Frost

An ornate, bronze candleholder holds a single lit candle covered in arcane runes. When the party enters the room, the flame exstinguishes and the candle begins collecting excessive amounts of frost, and start freezing.

Level and Threat. As per a 3rd level spell.

Trigger. Entering the room.

Effect. The effects of hunger of Hadar, centered on the candle.

Countermeasures. Don't come within 20 feet of the candle, exit the room, relight the candle.

Nursery Rhyme Written on the Wall

The rhyme is written in (25% sylvan, 50% common, 25% a language determined by the specific hag): "Your grammy is your bestest friend, succumb now to her fervor. Look about at all your friends, you will now try to murder."

Level and Threat.

Trigger. Looking at/reading the words.

Effect. The victim has the effects of dominate person cast upon them, with the intent of murdering their friends while repeating the words over and over. The spell lasts for 1d8+2 rounds.

Countermeasures. Don't read the rhyme, defacing the words.

Stone Floating in the Room

Level and Threat. Trigger. Effect. Countermeasures.

Creepy Severed Hand(s)

Level and Threat. Trigger. Effect. Countermeasures.

Skull with Legs

When the victim enters the room, the skull says, "Tell me password." It will do this 3 times before activating. The skull moves at a speed of 20 feet per round.

Level and Threat.

Trigger. Entering a room/being with 30 feet of the skull.

Effect. The skull casts the command spell, targetting everyone within 60 ft.

Countermeasures. The skull has an AC of 14 and 20 hit points and is vulnerable to bashing damage. The party can also say the word, "Password".

A Potted Plant that Pulls Itself Around the Room

Level and Threat. Trigger. Effect. Countermeasures.

Bowl of Moving Flesh

Level and Threat. Trigger. Effect. Countermeasures.

Pile of Dirty Rags

Level and Threat. Trigger. Effect. Countermeasures.

Hag Heirlooms, Charms, and Brews

Hag Heirlooms, Charms and Brews are the equivalent of magic items, scrolls with multiple casts, and potions. They are, charms aside, reskinned flavor-only possessions that a hag has and can use against their enemies, or bestow upon their allies. All spells are cast at the minimum possible level, with a spell DC or to hit modifier based on the hag who possesses or created the item.

awl of disguise.

bandages of healing (3 uses). Casts the cure wounds spell.

basin of the elementals.

basket of holding. Is a Bag of Holding.

beater of the winds (10 uses). Casts the gust cantrip.

book of guidance (10 uses). Casts the guidance cantrip.

bottle of poison gas (10 uses). Casts the poison spray cantrip.

bowl of moving clay (10 uses). Casts the mold earth cantrip.

box (small).

brush.

black candle (3 uses). Casts the teleport spell.

candle snuffer.

candlestick of dancing. This is an improvised weapon version of a Dancing Sword.

cane (walking stick).

case.

casket (small).

chopper.

coffer.

cologne.

comb of climbing. This acts as Boots of Climbing while inserted into the user's hair.

cup.

decanter of distilled air.

dipper.

dish.

earspoon.

ewer.

flagon. flask of flooding (3 uses). control water spell. food. fork of slaying. grater. grinder. immovable hourglass. This is an Immovable Rod. jack (container). jar of possession (1 use). magic jar jug of magic missiles. This is a Wand of Magic Missiles kettle. knife of fish command. This is a Trident of Fish Command improvised weapon. knucklebones. ladle of flame. This is a Flame Tongue improvised weapon. lamp/lantern of 1000 evil voices. This is a Wand of Fear. masher of dragon slaying. This is a Dragon Slayer improvised weapon. mirror. mug. needle(s). oil, cooking (or fuel). oil fuel. oil, scented. pan. parchment. pitcher. pipe, musical. pipe, smoking. plate. platter of frost. This is a Frost Brand improvised weapon. pot. pouch. puff. quill. razor. rope. salve. saucer. scraper. scroll. shaker. sifter. soap. spigot. spoon. stopper. statuette/figurine. strainer. tankard. thongs. thread. tinderbox (with flint & steel). towel. tray. trivet. tureen. twine. unguent. vase. vial. wallet. washcloth. whetstone. wig. wool. yarn.

bastinadoes bell (huge) bench boots (iron) branding irons brazier cage chains chair with straps clamps cressets fetters fire pit grill hooks iron maiden knives manacles oubliette oil (barrel of) pillory pincers pliers pot (huge) rack ropes stocks stool strappado straw table thongs thumb screws torches "U" rack vice well wheel whips

alembic balance & weights beaker bellows bladder bottle book bowl box brazier cage cauldron candle candlestick carafe chalk crucible cruet crystal ball decanter desk dish flask funnel furnace herbs horn hourglass jar jug kettle ladle lamp lens (concave, convex, etc...) magic circle mortar & pestle pan parchment pentacle pentagram phial pipette pot prism quill retort rod, mixing/stirring scroll scroll tube sheet skin skull spatula spoon, measuring stand stool stuffed animal tank (container) tongs tripod tube (container) tube (piping) tweezers vial waterclock wire workbench

apron belt blouse boots buskins cap cape cloak coat coif doublet dress frock/pinafore gauntlets girdle gloves gown hat habit hood hose jerkin jupon kerchief kirtle leggings linen (drawers) linen (undershirt) mantle pantaloons petticoat pouch/purse robe sandals scarf shawl shift slippers smock stockings surcoat toga trousers tunic veil vest wallet wrapper

Section 7:Additional Content

Hag Magic Items

Witches and Hags from History

  • Circe (Greek Mythology): Turned passing sailors into wolves, lions, and other animals.
  • Morgan Le Fay (Antagonist of King Arthur): Enchantress, healer, shapeshifter, fate and prophecy. More of a witch than a hag.
  • Witch of Endor (Hebrew mythology): Death and the dead.
  • Jenny Greenteeth (English Folklore): Drowns the children and the elderly for fun.
  • Chedipe (Indian folklore):
  • Hecate (Greek mythology): Goddess of Witches
  • The Graeae/Morai (Greek mythology): Witches of fate and prophecy, shared one eye between them.
  • Baby Yaga (Slavic folklore): guardian of the otherworld

ART TO USE

https://kerembeyit.deviantart.com/art/Amautalik-138658298 https://semyk3.deviantart.com/art/Witch-from-your-childhood-315238642 https://killerbe.deviantart.com/art/Witch-115699929 https://mc-the-lane.deviantart.com/art/Bog-Witch-Overhaul-104253742 https://samc-art.deviantart.com/art/Swamp-Elder-276528489 https://prodigyduck.deviantart.com/art/SPB-Annis-Hag-613226898 https://prodigyduck.deviantart.com/art/Hag-338610296 https://sundragon83.deviantart.com/art/THE-WITCH-158709741 https://deanspencerart.deviantart.com/art/Hag-701785368

https://sally-jackson.deviantart.com/art/Grubbery-440856740 https://sally-jackson.deviantart.com/art/Cottage-604136840

Design Notes

  • Start with RAW MM entry. Build on it.
  • Start with RAW stat blocks.
  • Keep designs in line with existing text/content.
  • Spell selection for main examples: illusion, divination, enchantment.
  • Made the trinkets by using Donjon's Giant Bag contents and picking out items.
  • Came up with favors by using Donjon's quest generator, then reversing them.
  • Foul Nature section, took random encounter charts from Xanthar's Guide to Everything picking the terrain best for the hag type, picking options 1-10 from the Level 1-4 creatures, options 11-15 from the 5-10 creatures, options 16-18 from the level 11-16 creatures, and options 19-20 from the level 17-20 creatures.