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5ead/monsters/md/tome_of_beasts_2023/redhag-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.3 KiB

Red Hag

Medium Fey Neutral Evil

  • Armor Class: 15 (natural armor)
  • Hit Points: 136 (16d8 + 64)
  • Speed: walk 30 ft.
  • Challenge Rating: 7 (2,900 XP)
  • Source: Tome of Beasts 2023, page 228
STR DEX CON INT WIS CHA
19 (+4) 16 (+3) 18 (+4) 18 (+4) 21 (+5) 15 (+2)
  • Skills: Arcana +10, Deception +5, Insight +8, Perception +8
  • Damage Vulnerabilities: False
  • Damage Immunities: False
  • Damage Resistances: False
  • Condition Immunities: charmed, frightened, poisoned
  • Senses: darkvision 60 ft., passive Perception 18
  • Languages: Common, Druidic, Giant, Sylvan

Special Abilities

  • Amphibious: The red hag can breathe air and water.
  • Blood Sense: The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her.
  • Magic Resistance: The red hag has advantage on saving throws against spells and other magical effects.
  • Speak with Beasts: The red hag can communicate with Beasts as if they shared a language.

Actions

  • Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage.
  • Blood Bolt: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
  • Siphon Blood (Recharge 5-6): The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level.
  • Spellcasting: The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
    At will: animal friendship, druidcraft, entangle
    3/day: cure wounds, dispel magic, lesser restoration
    1/day: control water, freedom of movement