Children of the Crone — Three Hag Triads
These are three proposed encounter covens serving the False Crone, not the Hags of Hama. Each contains three distinct hags. The labels below describe combat roles, not established personal names or institutional ranks. Their appearances, individual histories, exact assignments, and willingness to bargain remain open. All statistics and custom capture procedures are provisional homebrew.
CR applies to each sister, not to the entire triad. The lower triad has CR 6, 7, and 8 members; the middle triad has three CR 10 members; the senior triad has three CR 15 members. These are not three consecutive mandatory fights, and the Crone is not included in any triad’s rating.
Shared operating rules
Section titled “Shared operating rules”Each hag has one turn, one bonus action, and one reaction under the ordinary rules. None of these nine sisters has legendary actions, Legendary Resistance, automatic healing, or a free summon. The blocks contain their cooperation benefits; do not add another shared coven spell list or extra coven turn on top. Named spells use the 2014 rules. Concentration is one shared limit across spells and custom abilities, not one slot for each category.
All three sisters must be conscious and within 30 feet of the acting hag when a feature says that both other triad members must be present. That extra benefit is checked on activation; separating them afterward does not retroactively undo an effect unless its text says so. The movement feature Coven Step requires just one other conscious allied hag nearby. Distance, barriers, forced movement, and incapacitation therefore have concrete effects without making isolation an automatic victory.
Named magical attacks and custom workings are not spells unless their text says otherwise. Counterspell can interrupt actual spellcasting, not every magical action. Dispel Magic has the explicit interactions printed in the knots, bars, circle, and stolen-voice features.
Yielding is a reaction usable once per long rest. It prevents one instance of damage to the hag and leaves her at 1 HP. It does not shield a sister, refill a ward, remove a condition, or create another health pool. A hag who has already spent her reaction cannot Yield until that reaction is available again. It is usually a last desperate choice, not an additional full-health shield.
Lower triad — The Briar, the Ash, and the Knot
Section titled “Lower triad — The Briar, the Ash, and the Knot”A mobile hunter draws someone out of position, a hex-worker interferes with reactions and attacks, and a binder tries to keep the victim there. They are threatening together but have limited answers to separation, broken sight lines, and focused pressure.
Briarwife — CR 6
Section titled “Briarwife — CR 6”Children of the Crone, Briarwife
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 14). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
1/day each: fog cloudFog CloudLevel 1 · Conjuration1 action · 120 ft. · 1 hourV, SYou create a 20-foot-radius Sphere [Area of Effect] of fog centered on a point within range. The Sphere [Area of Effect] is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it. The fog's radius increases by 20 feet for each spell slot level above 1., pass without tracePass without TraceLevel 2 · Abjuration1 action · 30 ft. · 1 hourV, S, M (ashes from burned mistletoe)You radiate a concealing aura in a 30-foot Emanation [Area of Effect] for the duration. While in the aura, you and each creature you choose have a +10 bonus to Dexterity (Stealth) checks and leave no tracks.
Thorn-Scent. The hag has advantage on Wisdom (Survival) checks to track a creature she has damaged within the past hour. This does not reveal the creature's location or defeat magical concealment automatically.
Actions
Multiattack. The hag makes two Briar Shears attacks.
Briar Shears. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) slashing damage plus 5 (1d10) necrotic damage.
Barbed Invitation (Recharge 5-6). One creature the hag can see within 60 feet must make a DC 14 Strength saving throw. On a failed save, it takes 21 (6d6) piercing damage and is pulled up to 20 feet toward the hag. On a successful save, it takes half as much damage and is not pulled. If both other members of her triad are conscious and within 30 feet of her, the hag can choose a second target in range. This is a magical ability, not a spell.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: pursue and pull. Barbed Invitation can draw a target toward the Knotkeeper, but it costs the Briarwife her whole action. With the full triad present it can pull two targets. The shears have reach; Coven Step is only movement, not passage through walls. Thorn-Scent aids tracking without revealing a hidden creature automatically.
Ash-Tongue — CR 7
Section titled “Ash-Tongue — CR 7”Children of the Crone, Ash-Tongue
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
1/day each: suggestionSuggestionLevel 2 · Enchantment1 action · 30 ft. · 8 hourV, M (a drop of honey)You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not involve anything that would obviously deal damage to the target or its allies. For example, you could say, "Fetch the key to the cult's treasure vault, and give the key to me." Or you could say, "Stop fighting, leave this library peacefully, and don't return." The target must succeed on a Wisdom saving throw or have the Charmed condition for the duration or until you or your allies deal damage to the target. The Charmed target pursues the suggestion to the best of its ability. The suggested activity can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for the target upon completing it., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Actions
Multiattack. The hag makes two Ashen Word attacks.
Ashen Word. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 20 (3d10 + 4) psychic damage. This magical attack is not a spell.
Smothering Reproach (Recharge 5-6). Each creature in a 15-foot cone must make a DC 15 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much on a success. A creature that fails is also frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. of the hag until the end of its next turn. This is a magical ability, not a spell.
Bonus Actions
Bad Word (3/Day). One creature within 60 feet that can hear the hag must succeed on a DC 15 Wisdom saving throw or lose its reactions and have disadvantage on its next attack roll before the start of the hag's next turn. A creature can be affected by only one Bad Word at a time. This is a magical curse, not a spell; remove curseRemove CurseLevel 3 · Abjuration1 action · Touch · InstantaneousV, SAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded. ends it.
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: spoil a response. Bad Word competes with Coven Step for her bonus action. It can remove an opportunity attack before the hunter withdraws, but requires hearing and a failed save. Smothering Reproach is short-lived fear, not repeated minute-long incapacitation. Her illusion and disguise spells do not grant automatic surprise.
Knotkeeper — CR 8
Section titled “Knotkeeper — CR 8”Children of the Crone, Knotkeeper
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 15). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
1/day each: silenceSilenceLevel 2 · Illusion1 action · 120 ft. · 10 minuteV, SFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere [Area of Effect] centered on a point you choose within range. Any creature or object entirely inside the Sphere [Area of Effect] has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there., webWebLevel 2 · Conjuration1 action · 60 ft. · 1 hourV, S, M (a bit of spiderweb)You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube [Area of Effect] there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free. A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot Cube [Area of Effect] of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.
Actions
Multiattack. The hag makes two Threadbite attacks.
Threadbite. Ranged Spell Attack: +7 to hit, range 90 ft., one target. Hit: 23 (4d8 + 5) force damage. This magical attack is not a spell.
Tie the Living Knot (Recharge 5-6). One creature the hag can see within 60 feet must succeed on a DC 15 Strength saving throw or be restrainedRestrainedConditionSource XPHBWhile you have the Restrained condition, you experience the following effects. Your Speed is 0 and can't increase. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. You have Disadvantage on Dexterity Saving Throw. by visible magical cords for up to 1 minute. The hag must concentrate as if on a spell. The target repeats the save at the end of each of its turns, ending the effect on a success. Either the target or an adjacent creature can also use an action to cut the cords with a successful DC 15 Strength (Athletics) check.
If both other members of her triad are conscious and within 30 feet of her when she uses this action, she can choose a second target in range. All knots from this use share her concentration. The knots count as a 3rd-level spell for dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.; each target's knot is a separate effect for dispelling. This ability itself is not a spell.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: hold a lane or isolate a rescuer. Tying two victims needs the full triad nearby and spends her whole action; she cannot also use Threadbite on that turn. Both knots share one concentration. Each victim gets an end-of-turn save, a helper can cut the cords, and dispelling one knot does not automatically dispel the other. Web and Silence replace the knots because all three require concentration.
Middle triad — The Spite, the Step, and the Hearth
Section titled “Middle triad — The Spite, the Step, and the Hearth”These sisters protect one another’s opportunities. Their ward is finite, their position exchange consumes two creatures’ action resources, and their strongest interruptions compete for reactions.
Spite-Matron — CR 10
Section titled “Spite-Matron — CR 10”Children of the Crone, Spite-Matron
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 16). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
1/day each: bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., fearFearLevel 3 · Illusion1 action · 30 ft. · 1 minuteV, S, M (a white feather)Each creature in a 30-foot Cone [Area of Effect] must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature.
Actions
Multiattack. The hag makes three Bitter Needle attacks. She can replace one attack with Speak Spite.
Bitter Needle. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) psychic damage. This magical attack is not a spell.
Speak Spite (3/Day). One creature within 60 feet that can hear the hag must succeed on a DC 16 Wisdom saving throw or have disadvantage on the next saving throw it makes before the end of the hag's next turn. Multiple uses do not stack or affect more than one saving throw. This is a magical curse, not a spell; remove curseRemove CurseLevel 3 · Abjuration1 action · Touch · InstantaneousV, SAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded. ends it.
Chorus of Accusation (1/Day). Each creature in a 30-foot cone must make a DC 16 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a success. If both other members of her triad are conscious and within 30 feet of her, a creature that fails also cannot take reactions until the end of its next turn. This ability is not a spell.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: prepare one consequential failed save. Speak Spite replaces a damaging attack, affects only the next save, and does not stack with another use. She can set up a sister’s working but cannot guarantee it succeeds. Chorus of Accusation is usable once per day, not a repeatable opening burst. Fear and Bestow Curse must respect their ordinary concentration requirements.
Crooked-Step — CR 10
Section titled “Crooked-Step — CR 10”Children of the Crone, Crooked-Step
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 16). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
1/day each: dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., silenceSilenceLevel 2 · Illusion1 action · 120 ft. · 10 minuteV, SFor the duration, no sound can be created within or pass through a 20-foot-radius Sphere [Area of Effect] centered on a point you choose within range. Any creature or object entirely inside the Sphere [Area of Effect] has Immunity to Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Actions
Multiattack. The hag makes three Bent Pin attacks.
Bent Pin. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) force damage. This magical attack is not a spell.
Fold the Threshold (Recharge 5-6). The hag and one willing creature within 5 feet of her teleport up to 60 feet to separate unoccupied spaces she can see. Each destination must be on a surface that can support its traveller. If both other members of her triad are conscious and within 30 feet of her, she can bring two willing creatures within 5 feet instead of one. Teleportation wards apply normally. This is a magical ability, not a spell.
Bonus Actions
Sister Exchange. The hag offers to exchange places with a conscious allied hag she can see within 30 feet. If that ally spends its reaction and consents, they magically teleport into each other's spaces. Both spaces must accommodate their new occupants. The exchange cannot occur through a ward that prevents either creature from teleporting.
Reactions
Wrong Door (3/Day). When a creature the hag can see ends its movement within 5 feet of her, she can force it to make a DC 16 Charisma saving throw. On a failure, it teleports to an unoccupied space she can see within 20 feet of her. The destination must be on solid ground and cannot itself cause immediate damage. The creature retains any movement it has left. Teleportation wards apply normally. This magical ability is not a spell.
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: change who is standing where. Sister Exchange uses her bonus action and the willing sister’s reaction, leaving that sister unable to Yield or protect someone until it refreshes. Wrong Door offers a save, triggers on completed movement rather than every attack, and cannot place someone directly into damaging terrain. Fold the Threshold costs the whole action. Teleportation restrictions apply to all three features; ordinary walls obstruct Coven Step but not otherwise legal teleportation.
Hearth-Gaoler — CR 10
Section titled “Hearth-Gaoler — CR 10”Children of the Crone, Hearth-Gaoler
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 16). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
1/day each: counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., hold personHold PersonLevel 2 · Enchantment1 action · 60 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a Humanoid that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional Humanoid for each spell slot level above 2.
Actions
Multiattack. The hag makes three Hearth Nail attacks.
Hearth Nail. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 22 (4d8 + 4) necrotic damage. This magical attack is not a spell.
Shut the Hearth (Recharge 5-6). The hag raises a visible wall of iron bars within 60 feet, up to 20 feet long, 10 feet high, and 1 foot thick, on a supporting surface. It lasts for up to 1 minute while she concentrates as if on a spell. It cannot appear in an occupied space. It has AC 17, 30 hit points, and immunity to poison and psychic damage. A creature can see and make ranged attacks through it with half cover. A creature can climb over it or squeeze through gaps if its size permits. It counts as a 3rd-level spell for dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use..
If both other members of her triad are conscious and within 30 feet of her when she uses this action, the wall can be up to 30 feet long. She can have only one such wall at a time. This ability is not a spell and does not prevent teleportation.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Stitched Ward (3/Day). When the hag or a creature she can see within 30 feet takes damage, she reduces that instance of damage to that creature by 12. Her ward can prevent at most 36 damage across all creatures before she finishes a long rest. Using this reaction prevents her from using Counterspell or Yielding until her reaction is available again.
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: keep an important sister working. Stitched Ward has only three uses and can prevent at most 36 damage in total, whether spent on herself or allies. The same reaction cannot also cast Counterspell or Yield. Her bars are visible, destructible, climbable, and permeable to attacks with cover. They are not a sealed, invulnerable cage and do not prevent teleportation.
Senior triad — The Circle, the Shears, and the Stolen Reply
Section titled “Senior triad — The Circle, the Shears, and the Stolen Reply”This is a dangerous encounter in its own right. The Circle-Sovereign holds targets, the Red-Scissor closes to attack, and the Name-Thief interferes with spoken spellcasting. Their workings still cost actions, permit saves, and compete with other concentration effects. Their authority is not an ability to rewrite the rules of another character’s identity.
Circle-Sovereign — CR 15
Section titled “Circle-Sovereign — CR 15”Children of the Crone, Circle-Sovereign
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 18). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
1/day each: counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.
Actions
Multiattack. The hag makes three Boundary Thorn attacks.
Boundary Thorn. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 32 (6d8 + 5) force damage. This magical attack is not a spell.
Closed Circle (Recharge 5-6). The hag traces a visible 15-foot-radius circle on a supporting surface within 60 feet. Each creature of her choice in the circle must succeed on a DC 18 Strength saving throw or be restrainedRestrainedConditionSource XPHBWhile you have the Restrained condition, you experience the following effects. Your Speed is 0 and can't increase. Attack rolls against you have Advantage, and your attack rolls have Disadvantage. You have Disadvantage on Dexterity Saving Throw.. The circle lasts for up to 1 minute while the hag concentrates as if on a spell. A restrained creature repeats the save at the end of each of its turns, ending the effect on itself on a success. It can instead use an action to make the save. Entering the circle later does not subject a creature to this effect.
The circle counts as a 5th-level spell for dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.. If both other members of her triad are conscious and within 30 feet of her when she creates it, the radius can be 20 feet. The circle does not block movement by unaffected creatures, line of sight, ranged attacks, or teleportation. This ability is not a spell.
Sweep the Boundary (1/Day). Each creature in a 30-foot cone must make a DC 18 Dexterity saving throw, taking 49 (14d6) force damage on a failed save, or half as much on a success. A creature that fails is pushed 15 feet away from the hag. This ability is not a spell.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: hold the battlefield. Closed Circle restrains its initial failed-save targets; it does not repeatedly catch everyone entering afterward. Victims can spend actions attempting escape as well as making their end-of-turn saves. Breaking concentration or dispelling the circle ends the working. The visible boundary is not a wall or a teleportation prohibition.
Red-Scissor — CR 15
Section titled “Red-Scissor — CR 15”Children of the Crone, Red-Scissor
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 18). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
1/day each: dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., fearFearLevel 3 · Illusion1 action · 30 ft. · 1 minuteV, S, M (a white feather)Each creature in a 30-foot Cone [Area of Effect] must succeed on a Wisdom saving throw or drop whatever it is holding and have the Frightened condition for the duration. A Frightened creature takes the Dash action and moves away from you by the safest route on each of its turns unless there is nowhere to move. If the creature ends its turn in a space where it doesn't have line of sight to you, the creature makes a Wisdom saving throw. On a successful save, the spell ends on that creature., misty stepMisty StepLevel 2 · Conjuration1 bonus · Self · InstantaneousVBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.
Actions
Multiattack. The hag makes three attacks, choosing from Great Shears and Severing Glance. She can replace one Great Shears attack with Take Hold.
Great Shears. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 32 (4d12 + 6) slashing damage. The shears are magical.
Severing Glance. Ranged Spell Attack: +10 to hit, range 90 ft., one target. Hit: 32 (6d8 + 5) necrotic damage. This magical attack is not a spell.
Take Hold. One Large or smaller creature within 10 feet must succeed on a DC 19 Strength saving throw or be grappledGrappledConditionSource XPHBWhile you have the Grappled condition, you experience the following effects. Your Speed is 0 and can't increase. You have Disadvantage on attack rolls against any target other than the grappler. The grappler can drag or carry you when it moves, but every foot of movement costs it 1 extra foot unless you are Tiny or two or more sizes smaller than it. (escape DC 19) by the hag's free hand. She can grapple only one creature at a time and cannot use Great Shears while doing so, but can use Severing Glance. This action deals no damage and does not restrain the target.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Pursue the Loose Thread. When a creature the hag can see within 30 feet becomes restrained by another member of her triad, she can move up to half her speed toward it without provoking opportunity attacks. This grants no attack and cannot move her through a solid barrier.
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: capitalize on someone else’s restraint. Her pursuit reaction grants movement, not an extra attack. Taking Hold replaces one attack and occupies the hand needed for Great Shears, so the hag must use Severing Glance while maintaining that grapple. She has no automatic execution, decapitation, or bonus damage merely because a victim is helpless.
Name-Thief — CR 15
Section titled “Name-Thief — CR 15”Children of the Crone, Name-Thief
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Charisma (spell save DC 18). She requires no material components for these spells, but uses their normal verbal and somatic components.
At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.
1/day each: counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., hold monsterHold MonsterLevel 5 · Enchantment1 action · 90 ft. · 1 minuteV, S, M (a straight piece of iron)Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or have the Paralyzed condition for the duration. At the end of each of its turns, the target repeats the save, ending the spell on itself on a success. You can target one additional creature for each spell slot level above 5., remove curseRemove CurseLevel 3 · Abjuration1 action · Touch · InstantaneousV, SAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded.
Actions
Multiattack. The hag makes three Unnaming Needle attacks.
Unnaming Needle. Ranged Spell Attack: +10 to hit, range 120 ft., one target. Hit: 32 (6d8 + 5) psychic damage. This magical attack is not a spell.
Steal the Reply (Recharge 5-6). One creature within 60 feet that can hear the hag must succeed on a DC 18 Charisma saving throw or lose its voice for up to 1 minute. It cannot speak or provide verbal spell components, but retains its identity, memories, telepathy, and all other actions. The hag must concentrate as if on a spell. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
A creature within 5 feet of the target can use an action to encourage it, allowing an immediate additional saving throw with advantage. The effect counts as a 5th-level spell for dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use.; remove curseRemove CurseLevel 3 · Abjuration1 action · Touch · InstantaneousV, SAt your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's Attunement to the object so it can be removed or discarded. also ends it. If both other members of the hag's triad are conscious and within 30 feet of her when she uses this action, she can choose a second target in range. Both effects share her concentration. This ability is not a spell and does not erase or steal a true name.
Bonus Actions
Coven Step. While another conscious allied hag is within 30 feet of her, the hag magically moves up to 10 feet without provoking opportunity attacks. She must end on a surface that can support her. This is movement, not teleportation, and cannot cross a solid barrier.
Reactions
Yielding (1/Long Rest). When the hag would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect an ally, restore spell uses, or end conditions.
Role: interrupt spoken coordination. Steal the Reply takes her whole action and concentration; it suppresses voice, not memory, selfhood, telepathy, or every possible action. It offers repeat saves, help from an adjacent ally, Remove Curse, and Dispel Magic. A two-target use still has only one concentration slot. Hold Monster cannot be layered over her own stolen-voice working.
The Crone and her vessels
Section titled “The Crone and her vessels”See the Crone’s encounter statistics for CR 20 in her current elven vessel and CR 15 if she takes Madeline. These are alternative states, not an automatic CR 20 fight followed by a fresh CR 15 phase. Do not give her a spare vessel, the Sapphire Brooch, extra sisters, or a replacement health pool without separately establishing and accounting for them.
Defeating a vessel expels the Crone. It does not permanently kill or capture her, and it does not automatically kill the person whose body she occupied. The two blocks give the same escaping-spirit profile: she remains on her initiative, has no legendary actions or possession action, and must actually move to escape. Spirit damage can disperse her and end the encounter, but cannot keep her.
Lasting containment requires magic that specifically binds or imprisons her spirit, or a hag’s Soul Bag. A prepared empty bag offers a reaction check within 10 feet on emergence, followed by possible action attempts within 5 feet. The provisional DC is 20 Intelligence (Arcana). This is a specific encounter procedure, not an assertion that a standard Soul Bag normally captures every kind of soul. Ordinary sacks cannot substitute. Opening or destroying the bag releases her.
A binding spell keeps its actual casting time, creature-type requirements, saving throws, components, duration, and release conditions. Both possessed forms and the escaping spirit are fey for effects targeting the Crone; this does not change Madeline’s own species. A spell limited to a humanoid soul does not become eligible merely because the abandoned vessel is humanoid. A long ritual cannot be declared completed as a reaction. Temporary restraints, wards, and barriers can buy time if applicable, but are not a permanent soul-binding victory.
Give the players evidence before a confrontation: descriptions of her borrowed body, an earlier spirit departure, a witnessed binding, or information about a Soul Bag. Which clue they obtain is not predetermined. Defeating the body, rescuing the host, escaping, disrupting the project, and capturing the Crone are separate achievable outcomes; do not require all of them for a meaningful success or hide the capture condition until after an otherwise successful fight.
Provisional balance notes
Section titled “Provisional balance notes”These are 2014-style CR estimates, not playtest results or a promise of difficulty for a particular party. Party levels, resources, terrain, surprise, and other active enemies are unknown. Control, mobility, successful concentration, and coordinated targets make the covens more dangerous than raw damage alone suggests. The cooperative benefits above are already part of the intended ratings; they do not grant another free CR increase or another set of spells.
Raw sustained damage below means the average of the damage dice if every listed attack hits, before resistance or saves. Fractional dice averages are retained here even when the block’s printed damage is rounded down. Area estimates assume two targets, not every party member.
| Sister or vessel | HP | AC | Raw sustained damage per round |
|---|---|---|---|
| Briarwife, CR 6 | 156 | 15 | 35 |
| Ash-Tongue, CR 7 | 169 | 15 | 41 |
| Knotkeeper, CR 8 | 182 | 16 | 46 |
| Spite-Matron, CR 10 | 204 | 17 | 66 |
| Crooked-Step, CR 10 | 204 | 17 | 66 |
| Hearth-Gaoler, CR 10 | 162 | 17 | 66 |
| Circle-Sovereign, CR 15 | 255 | 18 | 96 |
| Red-Scissor, CR 15 | 255 | 18 | 96 |
| Name-Thief, CR 15 | 255 | 18 | 96 |
| Crone, elven vessel, CR 20 | 285 | 19 | 121.5 including three damaging legendary actions |
| Crone, Madeline vessel, CR 15 | 255 | 17 | 85 including two damaging legendary actions |
Using Magic Resistance’s approximate effective-AC adjustment, the lower sisters have defensive estimates near CR 7, 8, and 9 and sustained offensive estimates near CR 5, 6, and 7. The Briarwife’s two-target opener stays within that offensive band over three rounds. The middle sisters fall near CR 10 on defense and offense; count the Hearth-Gaoler’s 36-point ward only once across the whole encounter, giving her an upper self-protection budget of 198 HP. Her bars are an optional obstacle, not another creature or another pool that opponents must destroy.
The senior sisters have defensive estimates near CR 14 and attack-based offense near CR 16, averaging CR 15. The Circle-Sovereign’s two-target sweep does not increase her three-round damage above that attack-based offensive band. Abandoning attacks for control lowers direct damage but can enable a sister’s attacks. The Red-Scissor’s weapon attacks use her Strength-based bonus; her ranged attacks and spells use Charisma.
For the elven vessel, two Legendary Resistances give an upper planning HP budget of 345; Magic Resistance then puts defense near CR 20. Its full damaging action economy is about CR 20 offense after attack-bonus adjustment. The Madeline vessel has one Legendary Resistance, giving a 285 HP planning budget, defense near CR 15, and offense near CR 14 after attack-bonus adjustment. Their rounded intended ratings are CR 20 and CR 15. The spirit is a capture/escape state, not an additional attacking boss or a second XP award. Yielding is not counted as another full HP pool.
For three enemies and a standard three-to-five-character party, the 2014 encounter multiplier is 2. The figures below are encounter-accounting aids, not a party-specific difficulty verdict.
| Triad | Base XP | Adjusted XP |
|---|---|---|
| Lower, CR 6/7/8 | 9,100 | 18,200 |
| Middle, CR 10 each | 17,700 | 35,400 |
| Senior, CR 15 each | 39,000 | 78,000 |
Do not add the Crone to one of these totals without recalculating the encounter. Do not count barriers as additional monsters. Group size changes the multiplier; objectives, depleted party resources, and a prepared enemy position can matter more than the nominal figure. Track actual rounds, control uptime, ward use, and escape attempts when revising these drafts after play.
