Fey Compendium II: Hags
Kids like hags¸ right? Well good¸ cause this supplement focuses exclusively on hags and how they work. Every shape of wicked witch with every CR range you could want is here¸ ready to spread misery and horror! Elder hags¸ new varieties of hags¸ hag magic¸ hag related monsters¸ powerful hags¸ everything hags! You can get this supplement along with my new supplement of horror themed fey and a fey horror adventure for level 5 players at this bundle! Part I. Hag Options Volo's Guide to Monsters elaborated fantastically on hags¸ and this supplement aims to do even more. Elder Hags. Many 5e supplements make reference to elder hags. Grandmother hags are generally understood to be elder hags. However¸ there aren't rules to cover elder hags. This supplement changes that. This supplement includes a simple set of adjustments that can be made to any hag to dramatically increase her CR and make her a worthy challenge for a higher level party. This includes elder annis hags (CR 12)¸ elder bheur hags (CR 13)¸ elder green hag (CR 9)¸ elder night hag (CR 10)¸ and elder sea hags (CR 8). Hag Magic. Hag magic is broad and multivaried¸ and Volo's Guide to Monsters only scratches the surface. This supplement dives deeper¸ dealing with unique curses¸ shape shifting¸ familiars¸ alchemy¸ weird magic¸ and a broad arsenal of hag made items such as the head of the loveless. Hag Weaknesses. Hags are strange creatures¸ and many may have strange weaknesses such as an aversion to a particular odor or an inability to enter a home that it hasn't been invited into. These weaknesses enable you¸ the DM¸ to throw higher level hags at your players while still giving them a fighting chance. Non-Evil Hags. Not all hags remain evil. Some discover the benefits of goodness and abandon their wicked ways. This section of the supplement addresses such hags¸ including a name generator for non-evil hags¸ as well as a handful of sample non-evil hags. Covens. Covens are by far one of the most fun aspects of hags¸ and this supplement explores covens in great detail. This includes rules for covens which include elder hags¸ increasing the power of the magic and expanding the spells available; non-evil covens which draw power from nature rather than arcane magic¸ including a standard non-evil coven as well as covens oriented around fate¸ the harvest¸ and healing; new coven spell lists including blasphemy and despair; and unique covens such as Eberron's Daughters of Sora Kell¸ Olhydra's Blue Coven¸ Ravenloft's Witches of Tepest¸ and a myriad of original covens. Part II. New Hags This supplement includes stats for 10 new varieties of hags. Some of these hags are adaptations of hags from previous editions such as the fanggen and the marzanna¸ but most are entirely original. These hags include lair actions and regional effects as well as rules for elder hag adjustment. Carey Hags. These lawful evil hags prowl the skies of the oceans and delight in sinking ships. Deemves Hags. These hags are a lawful evil offshoot of night hags which made a deal with the devil to become a part of the infernal bureaucracy. They use their magic to control people and spread misery. They're also inspired by the DMV. Deep Hags. These hags of the deep oceans are fully saturated with the influence of the Far Realms and they use their psionic powers to spread insanity. Dusk Hags. These hags are a variety found most commonly in Eberron. They are continually plagued by nightmare visions of the future and are compelled to seek the secrets of the universe. Fanggen Hags. Like dryads¸ these hags are bound to a single tree. Because they cannot stray far from their tree¸ they cannot easily satisfy their thirst for secrets¸ so they make do by turning the skulls of their victims into crystalline prisons for their souls. Hocus Hags. T