OSR: Hags (Part 1): Sea and Green
- seeroftheabyss
- 2 hours ago
- 24 min read
This is my version of the Hag monster from D&D 5E. Some ideas borrowed from there.

They were good once. Virtuous, noble, beautiful even. And powerful. Her skills and talents were once in a decade, once in a century. She became the talk of the community and likely served them well with her spells and knowledge.
But along the way, something went wrong. Like the Half-Ghoul who steals life, a bite at a time, she did something bad.
She took that first bite, took the first sip of that terrible wine. Perhaps she felt there was no other way, or it was an accident. Yet she was blamed for it, accused of a horrible deed. Or maybe she wasn't. Maybe she was able to cover up her deed. Or maybe, her situation was desperate, so no one thought it was unjustifiable.
But just as the Half-Ghoul goes from eating the dead, to the Undead, to the living, slowly sacrificing more of himself to his appetite, she does the same. One compromise, one secret sin, the worsening of circumstances, it leads to another. What was only to be done once, or in the most desperate of times, slowly becomes more familiar to her. It's a long, patient road she walks, but regardless, it leads to the same place.
Eventually, all pretense is shorn away. Either her crimes become known, or her actions unjustifiable, or when she simply is no longer useful, she flees or is driven out. And there, beyond the reach of Law and Justice, she broods and waits. And as the years pass, as she grows older and stranger, she changes. Tired muscles that should have withered grow wiry and misshapen and surging with unnatural vitality.
Wrinkled skin turns tough as leather armor, fingernails that used to crack and break easily now grow long and hard, sharp enough to open a man from neck to navel. And her once noted magical abilities flower into something fearsome indeed. This is the story of how a helper becomes a horror, and how a good maintained past its natural duration can fester into a malignant evil. This is the tale of the Hag.

Mode of Being:
Hags are foul creatures, twisted by years of living in unrepentant sin, consorting with Dark Powers and other vile practices. They are wicked, hating what is good and watching the suffering of others with glee. It is these small cruelties that usually drive a Hag. Hags can be motivated by things like money and power, but just as often, they succumb to more petty vices. A Hag is just as often motivated by a desire for revenge against those who wronged her in the past, or if that person is dead or unavailable, merely someone who resembles the original target.
Hags also love to strike bargains, offering their power or knowledge, for a price. But these bargains are wretched and faustian, usually causing as many problems as they cause. In fact, that is one of a Hag's favorite things to do: offer a solution that replaces a current problem with a larger one. The other thing Hags love to do is to cause a problem, such as poisoning the well to cause illness, then when the locals come to her, offer a gruesome solution that will be just as painful.
Black Sororities:
Hags keep tabs on and maintain contact with each other. All Hags know all the other Hags near them, if there are any. As such, if one Hag ends up in trouble, she will often retreat to one of these other Hags and ask for their help. If the other Hag is feeling generous (unlikely) or feels that helping might benefit her plans, she will help. Of course, Hags have little love for each other and find as much enjoyment in watching one of their own fall as any other.
That being said, if a Hag is killed without the permission, tacit or otherwise, of any Hags connected to her, such as within a Coven or a Master-servant relationship, the superior Hag will have to try and take revenge, or otherwise be thought of as weak.
A Hag Coven is the most fundamental unit of Hag cooperation- these are alliances between Hags on a semi-permanent basis, usually composed of 3 Hags, though larger ones can exist. Not for very long though, as once more than three Hags are involved, cliques form and the various members start scheming about how to destroy the others. That happens in a Coven, of course, but limiting it to three members makes betraying each other harder and less destructive.
Foul Magicks:
Hags possess natural magical abilities, but they also possess knowledge of rituals. These rituals can be done by anyone who knows how, though a Hag is unlikely to give out this information to anyone, unless that person were as corrupt as them or the Hag felt it would benefit her. These rituals can be performed by one Hag, but are more effective as part of a Coven. As the Referee determines, a Hag may know one or more of these rituals.
What can Grannie do for thee?
1d6
1- Foretelling. Hags can peer into the future and receive omens of what is to be.
2- Scrying. Hags can spy on unwarded creatures from far away.
3- Birth Changeling. Hags can sacrifice a child and create a new creature that resembles it perfectly, but has an inhuman soul.
4- Alter Weather. Hags love to conjure storms or cause droughts. One Hag can only alter the weather for short periods or in a local area, but a Coven can do truly terrifying things with this ritual.
5- Create Poison. Can be applied to a piece of food, mixed into water to cause disease or sprinkled on fields to blight crops.
6- Alter Form. Hags can create smoke that mutates those who are surrounded by it. They can also use this ritual to transform someone into a beast, ala Princess in the Frog. They can also use this to turn a handsome man into a disfigured freak or vice versa.
Types of Hag:
Sea Hag
Number Appearing: 1 or 3
Alignment: Chaotic Evil
Languages: Lingua Franca, + 1d3 languages spoken by local populations (land-dwelling and aquatic)
Treasure: Loot from sunken ships, treasures taken from local fishermen, pearls, ornate shells, grisly trophies
HD 3
AR 2
Atk Claws (1d6+2/1d6+2) or Spell
Mor 13
Saves 10 or less
Illusory Appearance: As an action, a Sea Hag may create an illusion over herself to alter her appearance. The illusory disguise must be of the Hag's general size and shape, being a Medium creature. Additionally, the illusion fails to stand up to physical inspection- if the Hag is disguised as a maiden and you touch her hand, you will not feel the soft skin of a young woman, but the rawhide flesh and sharp claws of a Hag. The Sea Hag may dispel this illusion as a free action.
Horrific Appearance: A Sea Hag's true form is shocking and disturbing to behold. When you first see a Sea Hag or does something especially frightening, you must save. On a failure, you become frightened of the Hag and take 1d6 COG damage for every round you spend fighting the Hag. If this COG damage reduces a creature to 0 COG, that creature flees. Additionally, it gains the Conviction, "I am terrified of fish-like monsters." COG lost this way returns at a rate of 1 point per hour.
Amphibious: Sea Hags can breathe air as easily as they breathe water.
Powerful Swimmer: Sea Hags can swim faster than any land-dwelling creature.
Spellcasting: Sea Hags have 3 spellcasting dice and up to 6 spells prepared. Her spellcasting dice burn out on a 5 or 6. The spells she has prepared are Deep Gift, Evaporation Vortex, Mother's Embrace, Undertoe, Water Wall and Water Whip.
Chaos: If a Sea Hag casts a spell with 2 or more spellcasting dice and rolls doubles or triples, she invokes Chaos. If she does invoke Chaos, roll on the table below.
Chaos of the Sea Hag:
1d6
1- The area around her is suddenly filled with a noxious fog that lowers visibility to 5' and covers 30' square and is 10' high. Any creature within the cloud must save or lose their action as they vomit.
2- One random creature within 50' is transformed into a giant 1d6 [1= Shark; 2= Jellyfish; 3= Snapping Turtle; 4= Crocodile; 5= Fish; 6= Crab.] That creature remains in that form for 1d6 minutes.
3- Her spell rebounds and hits her instead.
4- She is thrown 50' in a random direction. She is sent flying 1dX [1= North; 2= East; 3= South= 4= West.] If a solid object is in the way, she slams into it and stops.
5- She loses that spell temporarily and cannot cast it for the rest of the day.
6- She gains another sea-life themed mutation.
Tactics:
- Stay near or in water
- Lure them into the water, drown them if possible
- If confronted with serious resistance, flee
- If enemies seem weak, toy with them
New Spells:
Deep Gift
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R: touch T: creature D: [sum] minutes
Select up to [dice] creatures. These creatures are reshaped into forms more suitable to an aquatic environment. If unwilling, a creature may make a save to resist. On a successful save, the creature takes [dice] damage. A creature may choose to fail a save if he wishes.
On a failed option, you may apply up to [dice] of the following effects to any creature that failed his save.
Pick [dice] options from the following:
- Gills. Target can breathe underwater, but cannot breathe air.
- Webbed limbs. Target gains swim speed equal to normal land speed, plus advantage on swim checks. However, their land speed is halved.
- Water adaptation. Target does not suffer penalties for fighting underwater.
- Bioluminescent. Target produces light. Caster chooses if this light can be switched on/off or is always on.
- Octopus Eyes. Target creature can see underwater perfectly, but has disadvantage on checks or saves based on vision above water.
Spell borrowed from Red Kangaroo
Evaporation Vortex
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R: 100' T: A 15' diameter circle D: one action
You select a circular area up to 15' in diameter. All water within that area is instantly evaporated. Living creatures caught in this area must save. On a failed save, those creatures take [sum] damage. On a successful save, they take only [dice] damage.
If cast with 1 [dice], this spell can only evaporate puddles or take the top layer off of a river. At 2 [dice] this spell will cause small streams to run dry for a few minutes and desiccate small plants. At 3 [dice] this spell kills whole fields of plants and can part large rivers. At 4 or more [dice] this spell lowers the waterlines of lakes and can kill entire groves of trees.
Whenever this spell is cast, the next [dice] days have a [dice]d10% of having rain.
Mother's Embrace
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R: 30' T: 10*[dice]' diameter circle D: [dice] rounds
You drag a column of water down from the sky and slam it into the ground or a solid surface that strikes a circle 10*[dice]' in diameter. Any creatures caught in that area take 1d6+[dice] damage and must save or be trapped under the column of water, which pushes them down against the hard surface for the duration. If the duration is long enough, creatures can begin drowning.
Casting this spell underwater just means the column of water is invisible, but it still pushes the creatures in the designated area down.
Undertoe
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R: 30' T: creature D: [dice] rounds
This spell only works on a creature in water. When cast, a creature must save with a penalty equal to -[dice]. On a failed save, that creature is seized by a powerful current and dragged in a direction of the caster's choosing, traveling 10*[dice]' in that direction. The caster may change the direction of travel each round.
Water Wall
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R: 30' T: Any point in range D: [dice] rounds
You create a wall of water. The wall can be up to 10*[dice]' long, 10+[dice]' tall and [dice]' thick. The wall has [sum] HP and can only be damaged by something that could hurt a wall of water. Creatures can push through it with a successful STR check, but this consumes all their movement and soaks them, potentially causing problems: wet bowstrings don't work, damp gunpowder won't ignite, soaked spell books may not work and so forth.
The wall can block all non-magical ranged projectiles that strike it (Referee's Discretion) and many forms of magical damage, such as fire, acid, lightning, and others the Referee decides cannot penetrate/affect it. If the wall takes ice damage sufficient to destroy it, the wall instead freezes solid and regains 1d6+[dice] HP.
Water Whip
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R: self T: self D: 2[dice] rounds
You create a whip made of water. This whip counts as magic and does 1d6+[dice] damage on a hit. When you first cast this spell, you may make an attack with it as a bonus action. Each round past this, you may use the whip to make an attack as per normal.
For every [dice] past the first, you may select one of the options below:
- Your whip does an additional +[dice] damage on a hit. This damage is not included in the attack roll.
- Your whip can, when it hits someone, transform into a ball of water around a creature's head. That creature takes [dice] CON damage a round and begins suffocating. If this reduces the creature's CON to 0, that creature falls unconscious, but could be resuscitated. If left like that for sufficient time, the creature could die, however. Using this option destroys the whip.
- Your whip can, when it hits someone, freeze and restrain someone, binding their limbs together or pinning them against a solid surface or large object. This restraint has [sum] HP and is vulnerable to thunder and fire damage and is immune to anything a big piece of ice would be. Using this option destroys the whip.
To customize a Sea Hag, roll on the tables below:
Where does she live?
1d6
1- In a cave along the coast.
2- In a sunken vessel.
3- In a wrecked vessel stuck on a sandbar.
4- On a desolate rock far from shore.
5- On an uninhabited island barely worth the name.
6- In a seemingly abandoned ship that is found drifting. The ship is bait, to lure in those foolish enough to enter her lair.
What horrific feature does she possess?
1d6
1- Covered in spines. If a creature enters melee combat with her and is using a melee weapon that does not have reach, such as a spear, polearm, etc, then on a missed attack that creature must save or take 1d6 damage from hitting one of her spines.
2- Lobster Claw. She has an enormous claw which can crack armor, splinter shields and snip off fingers. On a successful hit against a creature, she can force that creature to make a DEX check. She also makes a d20 roll and adds her ATK bonus. If she rolls higher, she can break a shield, cut the shaft of a spear or remove 1d4 fingers from a hand.
3- Slimy skin. She is covered in disgusting slime. She has advantage on any check made to escape from a grapple or a confined space.
4- Hammerhead. Her head resembles a hammerhead shark's. She cannot see well directly in front of her, but has advantage on any check made to see something approaching from the sides.
5- Gulper. Her mouth is huge and far too big for her face. She can swallow the head of any creature that gets close on a successful bite attack. On a successful hit, that creature takes normal damage and is blinded and starts suffocating.
6- Pharyngeal jaws. She has a second set of jaws inside of her mouth. When she grapples someone, she can make a bite attack with advantage, assuming her head is able to bite the creature. On a hit, she does 1d6 sharp damage.
Who or what does she recruit to aid her in her schemes?
1d6
1- Monstrous sea-life. Giant crabs, octopi, devil rays, saltwater crocodiles and other man-eating creatures that dwell beneath the waves. These are her beloved pets.
2- Pirates! She helps them out with her magic and in return, they act as scouts, skirmishers and appease her with offerings.
3- Mermaid Corsairs. Renegades mermaids who struck out on their own, abandoning their aquatic society for a life of adventure and war. Surface-dwellers will likely not be able to tell the difference between these raiders and ordinary Mermaid militia.
4- Crablings or Lobstermen. These primitive aquatic races regard magic with superstitious dread- they serve the Sea Hag out of fear and possibly religious conviction.
5- Gillmen. Huge, scaly creatures that can breathe air and water, these creatures are feared by aquatic and terrestrial races equally.
6- Apprentices/Acolytes. Foolish mortals, either land-dwellers or Sea-folk who serve the Sea Hag in exchange for her teaching them dark magic. Usually act as spies and help her to perform larger rituals. Entirely expendable, as far as the Hag is concerned.
What special treasure does she have?
1d6
1- A half-broken marble statue depicting a mostly-nude man wearing a crown. It is extraordinary in terms of craftsmanship and could be sold for a princely sum, provided you could get it out undamaged.
2- A chest full of gold coins taken from a sunken ship.
3- A treasure map.
4- A pirate's logbook, with navigational directions leading to a supposedly mythical island.
5- A crown stolen from a Mermaid Prince, valuable to a land-dwelling collector, but of great symbolic worth to Sea-Folk.
6- A fist-sized pearl, taken from a giant clam.
She has a 3-in-10 chance of possessing a magical item. If she does, what does she possess?
1d6
1- The Ring of Fishskin. A silver ring encrusted with green and blue gems. Wearing it grants the wearer the ability to turn into a giant fish 3/Day.
2- The Waking Board. A wooden board that allows the user to ride on huge waves. If you sleep on it, it will wake up the owner if he is in any danger.
3- Amulet of the Dream-Sea. A magical charm that allows the wearer to enter the dreams of anyone sleeping within 1000'.
4- Tide-Piercer (1d6+Atk). A trident that 3/Day, can be thrown at a target up to 100' away. When thrown like this, it ignores any difference between air and water and has a slight homing effect on the target (+4/advantage to hit).
5- Sharkhide Cloak. A piece of light armor that grants the wearer a swimming speed equal to their ordinary speed and the ability to talk to sharks.
6- A Potion of Sea-Sickness. If consumed or splashed on someone, that creature must save each round it is on a ship (or similarly moving surface) or lose their action as they become violently nauseous and throw up. If in a storm, the creatures makes a save at disadvantage.

Perhaps these foul specimens began their lives under the sea, themselves originally belonging to some aquatic race, before undergoing the same slow transformation as their land-dwelling "sisters". Or perhaps they were originally land dwellers themselves, before striking bargains with some horrible creature from beneath the waves. Or maybe the Sea Hag's mother was not actually wedded to a handsome sailor taken by the sea, but instead was taken by the sea herself in another, more intimate way.
Regardless of her origin, Sea Hags are horrific in appearance, covered in scales and corded with muscle beneath, a wet fringe of tangled hair resembling limp seaweed dangling from her head, in some grotesque parody of a woman's flowing locks. Others of their kind resemble monstrous sea-life shaped into a feminine shape, their form blighted with spines, claws, tentacles or bone-crushing beaks.
Sea Hags are driven primarily by their envy. They hate not just the fact that they are ugly, but that others are beautiful. They hate those who have what they don't and work to destroy those that do. Their schemes consist primarily in finding ways to pull down the great and good, the beautiful and virtuous. Sea Hags will spy on said creatures, gather information and then manipulate them into a situation where the Hag can rob them of their most prized attribute.
Perhaps this means luring the beautiful girl to the river-side, so she can be horribly maimed by the Hag's claws, or it can be tricking the virtuous Captain into committing an evil act, so the Sea Hag can gloat over his failure.
Sea Hags also love to strike bargains with mortals- they love to trick them into making black bargains that almost never benefit the person signing, for all the Sea Hag's protests. Sea Hags also love to cheat people with these bargains, manipulating events so that no matter what happens, the Sea Hag wins.
There is nothing they love more than lording their victory over a supposed inferior. Sometimes they will make these bargains for no other reason than to potentially harm someone- the Sea Hag may claim to gain something else, but in reality the Sea Hag just wants to see you fall.
Sea Hags are love to bully and oppress those they deem weaker than themselves. It's like catnip to them, they cannot resist it. They are highly suspicious of flattery or those with sophisticated speech, as those who attempt such tactics are hard to trick. The best way to present yourself to a Sea Hag is to come off as cold-hearted and bitter as they. If you can pull it off, they will welcome you as a sibling in spite.

<Sidebar>
Hag Covens:
All Hags within the Coven gain the following ability:
Coven Casting: When the Coven is together, all the members of the Coven can pool their MD to cast more powerful spells. They also can cast any spell that any other member of the Coven knows. MD burn as per normal. However, if one Hag rolls Chaos or Corruption, it affects the whole Coven.
All members of a Coven will have different spells, to grant themselves the largest possible advantage.
Sea Hag Free-Form Magic:
If using Free-Form magic instead of spell magic, then Sea Hags have +1 to any check made to use Magic. They can have an affinity for the following types of magic:
1d4
1- Elemental: Water.
2- Elemental: Air.
3- Biological Magic: Shape-shifting.
4- Illusion.
</Sidebar>
Sea Hag plot hooks:
1d4
1- A pair of merchants, who both dabble in smuggling, are engaged in a vicious trade war with each other. One has hired a pirate crew to plunder his rival's ships. The other hired a Sea Hag to interfere with the other. The city authorities hire the party to investigate the vicious attack upon the first merchant's household, while he tries to discourage them, but in such a way that doesn't make them suspicious of him and cause them to look into his own shady dealings.
2- The local lord's wife is pregnant, but her sister is concerned, as all his wives seem to die in childbirth. She is convinced he is somehow killing them or causing the births to go wrong. Investigate. Secretly, this is because a Sea Hag has cursed any children he conceives to grow into hideous, half-fish monsters. They are usually born dead and kill their mothers. The lord is trying to find a cure or at least, a way to help his wife survive. He won't publicize this, as the curse is a result of a bargain he made with the Sea Hag long ago. There is also a fishman terrorizing the local community who is actually the Lord's son, who survived. The Lord will be very upset if his son is killed.
3- An evil cult is sacrificing babies to what they believe is an evil aquatic deity. Actually, it is a Sea Hag who is using the infants for her own terrible purposes. If the sacrifices are stopped, she will begin terrorizing the community until they resume or she is killed.
4- As above, except the Sea Hag has convinced the locals that if they do not perform the sacrifices, an evil monster drowned in their bay will return to life. She also lives in town in disguise to spy on the locals and savor the feeling of superiority she gets from having outsmarted them all.

Green Hag
Number Appearing: 1 or 3
Alignment: Any Evil
Languages: Lingua Franca, + 1d4 local languages
Treasure: Stolen family heirlooms, infant bones, books of black magic, poisons and acids
HD 4
AR 3
Atk Claws (1d6+3/1d6+3)
Mor 9
Saves 10 or less
Spellcasting: Green Hags have 3 spellcasting dice and up to 6 spells prepared. Her spellcasting dice burn out on a 5 or 6. The spells she has prepared are Charm Person, Detect Attention, Detect Thoughts, Mage Armor, Notice me Not and Spell Deflection.
Chaos: If a Green Hag casts a spell with 2 or more spellcasting dice and rolls doubles or triples, she invokes Chaos. If she does invoke Chaos, roll on the table below.
Chaos of the Green Hag
1d6
1- One random creature starts coughing. He loses his next action as he pukes up 1d6 snails, 1d4 snakes and 1d3 dog tails.
2- A skull suddenly appears and starts whispering. Only one of the player characters can hear it.
3- A random animal nearby swells like a balloon, before exploding into a shower of gore.
4- The ground for 30' around the Hag transforms into a patch of peat bog.
5- A dense, foul-smelling fog rolls in and fills the area around the Hag for 100'. Visibility drops to nothing, you can see 10' in front of you and no more.
6- Everyone within 50' of the Hag must save, including the Hag. Those that fail their save lose their action and spend it cackling, howling with laughter at an unsaid joke.
Illusory Appearance: As an action, a Green Hag may create an illusion over herself to alter her appearance. The illusory disguise must be of the Hag's general size and shape, being a Medium creature. Additionally, the illusion fails to stand up to physical inspection- if the Hag is disguised as a maiden and you touch her hand, you will not feel the soft skin of a young woman, but the rawhide flesh and sharp claws of a Hag. The Green Hag may dispel this illusion as a free action.
Mimicry: Green Hags can mimic the sounds of creatures they have heard, including the roars of beasts or the voices of others they have heard. You can only tell these sounds are the product of mimicry by an appropriate DC or saving throw.
Invisible Passage: As an action, a Green Hag may turn herself invisible. She remains invisible until she makes an attack or casts a spell. Additionally, Green Hags are skilled at sneaking around, so they leave no trace of their presence, unless they fail a DC appropriate stealth check. DCs are Referee's Discretion, examples being 5 for leaving no trace on a hard-packed dirt road and a 20 for deep snow.
Amphibious: Green Hags can breathe water as well as they can air.
Tactics:
- Avoid violence unless the fight is horribly unfair
- Always retreat if in danger
- Ruthlessly target and exploit weaknesses

To customize a Green Hag, roll on the tables below:
Where does she make her lair?
1d6
1- A dank cave.
2- A seemingly abandoned cottage.
3- A hidden grotto.
4- An underground burrow, dug out of a hill
5- A treehouse, carefully concealed with leaves and vines.
6- A degraded houseboat, bobbing in a bog.
What cruel trap waits to befall the unwary?
1d6
1- All of her potions and chemicals are mislabeled. Acid is health tonics, poison is medicine. Only she knows the code.
2- Entering her home without permission will trigger a dart trap that can riddle you with darts. Each dart is coated in poison or toxins that will can cause infection.
3- She has a fake home that is decorated like someone lives there, but it is a decoy.
4- In her bedroom, she has a pit trap concealed under the rug.
5- She has a nest of venomous snakes living under her floorboards. She has trained them to attack anyone she doesn't clear with them.
6- A suspended bucket above her door will soak the first person through in a mixture of blood and honey. This dramatically increases the chance of attracting random encounters, especially by enemies that have a good sense of smell.
Who/what did she recruit to aid her in her schemes?
1d6
1- A wild beast she tamed or modified with magic. She has 1d6 [1= A huge bear; 2= A hunting cat; 3= A pack of dog-sized spiders; 4= A nest of fist-sized wasps; 5= An albino crocodile; 6= A giant frog.]
2- Bandits. Local robbers and criminals who use her dwelling as a secret base in exchange for helping her. She feeds them porridge.
3- Orcs. The Orcs are led by the strongest among them and he actually believes he's in charge, the poor dear.
4- Goblins. They find her ghoulish sense of humor suits them perfectly.
5- Lizardmen. Savages from the swamps or deep woods, they practice vile rites that include human sacrifice and love the taste of manflesh.
6- Ogre (1d3). The huge brutes are childlike in nature and equally love and fear their adoptive "mother".
Who is the false identity she uses in town?
1d6
1- The local madwoman's caring live-in doctor.
2- The friendly owner of the tavern.
3- The comely barmaid who knows all the best gossip.
4- The toothless old beggar living in a barrel in the town's square.
5- The foreign scholar who came here years ago and went mostly native, though (s)he still has a few odd quirks.
6- The traveling peddler who does a circuit of all the nearby villages.
What special treasure does she have?
1d6
1- The bones of a local hero, stolen from his defiled grave.
2- Decorations from the desecrated church.
3- A wealthy and important man's wedding band.
4- A family heirloom. The value is purely sentimental.
5- The wedding dress of a girl who eloped with her "lover". The girl's flayed skin is hung up in the closet.
6- A kidnapped child in a cage.
She has a 4-in-10 chance of possessing a magical item. If she does, what does she possess?
1d6
1- The Black Book of Foulness. This is a book of black magic and dark rituals, full of information on how best to perform vile magics. It grants the user +4 to any roll made to perform a dark ritual and contains 1d6+1 spells that are only useful for the most despicable of deeds.
2- The Ring of Pacts. A ring that 3/Day, allows you to make an unbreakable contracts with anyone who shakes your hand. The contract can be whatever the wearer wishes, but once made, it cannot be dissolved except by mutual consent.
3- Succu-box. A bound Succubus, sealed inside a magical chest. Comes with a gold amulet that depicts a nude woman, writhing in pleasure. Anyone who wears the amulet can command the Succubus to do whatever he wishes. The Succubus resents being enslaved and will work to corrupt her master. If she successfully does so, she will be able to claim his soul and thus, free herself. Alternatively, if she can destroy the amulet, she will also be free. She has all the powers and knowledge of an ordinary Succubus. The chest is also magical, with the magical ability that any creature that is put inside it will enter a trance and not need food, water or air for as long as the lid is shut. The chest has nothing to do with her binding.
4- The Butcher's Ally. A magical cleaver that 3/Day, can transform the corpse of any intelligent creature (at least as smart as a human) into sausages or other cuts of meat.
5- Idol of the Monkey God. A heavy golden statue of a fat monkey wearing a whole bunch of necklaces and jewelry, with ruby eyes. The owner of the Idol will receive prophetic dreams that reveal the locations of hidden treasures. In the wilderness, these will be in dungeons, but in the cities it will reveal the location of safes, jewelry boxes and hiding places full of loot.
6- Sobek. A cursed magical shortsword that grants the wielder +2 to Atk and damage, but each time it is drawn, there is a 2-in-6 chance the wielder flies into an insane rampage and attacks all available creatures indiscriminately until he loses his grip on the blade, falls unconscious, runs out of visible targets or dies.

Green Hags are the overseers of tangled, overgrown forests, misty moors, salty fens or miserable bogs. They dwell amid corruption and filth, happily tending herbs useful for magic and poisonous flowers amidst de facto graveyards. They even seem to revel in this fact, going out of their way to put on an air of false joviality, always trying to look on the bright side, but in the most insincere way possible. They make pots of skulls and plant flowers in them, or hang tapestries of flayed skin to decorate the walls.
Green Hags are master manipulators, cloaking their true identities and intentions behind layers of deception. Wherever they base themselves, Green Hags will leave behind a trail of broken relationships, shattered oaths and black secrets. Green Hags love to torment people and to toy with their emotions like pieces on a gameboard. Sometimes a Green Hag will deceive as part of a grand plan, but just as often, deception it an end onto itself.
The Green Hag just wants people to doubt and be afraid. She wants people to be unable to trust, as she finds herself unable to do that. She resents the bonds of trust and love that people share and is secretly envious of those people, though she would never admit this to anyone, even herself. So the Green Hag goes out of her way to damage those relationships through lies and deceit.
Green Hags themselves usually see people as divided into two categories: those who trust, i.e. the weak and foolish, who are free to be exploited; and the wise, who do not trust and instead base all transactions on power. If you are one of the former, the Green Hag will exploit and deceive you. If you are one of the latter, the Green Hag might try to recruit you into one of her schemes if she judges you sufficiently mercenary.
It should be noted that Green Hags avoid combat whenever possible. They are schemers and plotters, not warriors. When they must fight, they use the most dastardly and underhanded tactics possible. If a Green Hag wants you dead, it will send assassins after you, then frame another enemy as the one who sent the assassins. It will put rusty nails in your porridge, poison your horse, trick you into picking up a cursed item and do everything possible to weaken you. Only when you pose no threat will the Hag reveal herself to put you down.

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Green Hag Free-Form Magic:
If using Free-Form magic instead of spell magic, then Sea Hags have +1 to any check made to use Magic. They can have an affinity for the following types of magic:
1d4
1- Elemental: Earth.
2- Mind Magic.
3- Biological Magic: 1d3 [1= Shape-shifting; 2= Flesh-crafting; 3= Sylvanism (controlling living plants).]
4- Illusion.
</Sidebar>
Green Hag Plot Hooks:
1d6
1- The Hag has been disguising herself as a handsome stranger and coming to visit a young girl. She is pledged to marry a much older man she cares nothing for. The Hag is trying to convince her to poison her new husband so they can run away together. The Hag has fabricated evidence that the older man is secretly evil. The young girl contacts the party and asks them to help her kill this man, so she can run off with her "lover". The party, if they're clever, may suspect that this man is just stringing her along. They may also notice that this evidence is not as airtight as it first seems. It might fool an innocent village girl, but a cynical murderhobo is not so easily fooled.
2- A woman has been behaving strangely, disappearing at odd hours and returning with small wounds on her body. Her husband thinks she is having an affair. In reality, the woman is visiting the Hag is hopes the Hag will help her conceive. The Hag is just toying with her, while promising her a ritual that will cure her infertility.
3- The Hag, disguised as a barmaid, tells the party about the local bandit gang and how several prominent citizens are actually feeding the bandits information on where travelers go. No one believes her though. This is all a lie, the Hag is actually the informant.
4- A demon-cult is attempting to summon their dark master, but they lack the requisite knowledge. They have asked the Hag to help them with the summoning. The Hag is delaying and making excuses. She may help the cult or may sell them out- it depends on her mood and whatever will cause more damage to the town.
5- A group of savages raids the local area every spring. The local ruler is determined to stop them this time and is assembling an army. The Hag, in disguise, is encouraging this, while giving the ruler bad information and advice. She plans to make contact with the raiders and lead the army into a trap. In the meantime, she is spreading dissension among the ruler's advisors and commanders, spreading rumors of conspiracy and other discouraging rumors.
6- A Dragon flies into civilized lands regularly and demands tribute. The Hag is, in disguise, encouraging the idea of an expedition to attack and slay the Dragon. She might be disguised as a famous adventurer or wandering knight-errant. She will accompany the expedition and sabotage it from the inside, trying to ensure everyone dies a grisly and horrible death. She is doing this because she is bored and finds the idea funny.








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