Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
How green hags fight
A green hag is a CR 3 fey with 82 hit points and AC 17, which makes her tougher than her challenge suggests. In a straight fight she has one attack, claws for 2d8 + 4, and a few cantrips: Dancing Lights, Minor Illusion and Vicious Mockery at DC 12.
A green hag doesn’t want a straight fight. Illusory Appearance lets her look like any humanoid of her size (spotting it takes a DC 20 Investigation check, or touching her). Invisible Passage makes her invisible, leaving no tracks, until she attacks or casts a spell. Mimicry lets her copy any voice or animal sound. She’s a liar, a kidnapper and a manipulator first and a monster second.
Running a green hag at the table
Hide in plain sight. She’s the kindly herbalist, the grieving widow, the child crying in the reeds. Let the party meet her before they fight her.
Lure and separate. Mimic a companion’s voice calling for help from the swamp, then strike the one who comes alone.
Vanish when it goes badly. Invisible Passage lets her escape without a trace, so she comes back later with a new face and a grudge.
Make bargains. Hags trade in wishes that go wrong. A deal with a green hag is a better adventure hook than a fight with one.
Common questions
How do you see through a green hag’s disguise?
Touch her (the illusion doesn’t hold up to physical contact), or take an action and succeed on a DC 20 Intelligence (Investigation) check. See Invisibility reveals her while she’s invisible, and True Seeing sees through both.
How do you tell the hag’s Mimicry from a real voice?
A DC 14 Wisdom (Insight) check tells a listener the sound is an imitation.
Is a green hag strong for CR 3?
Her damage is low, one claw a turn, but 82 hit points and AC 17 make her slow to kill. Played for deception rather than combat, she’s a campaign villain at low levels.
How hard is a green hag fight?
CR 3, worth 700 XP. For four characters, that’s Deadly at 1st level, Hard at 2nd, Medium at 3rd and Easy at 4th by the Dungeon Master’s Guide’s encounter math.
What about hag covens?
Covens of three hags with shared spells are in the Monster Manual but not the SRD 5.1 stat block. The 2024 green hag adds Coven Magic, two claw attacks a turn and poison damage on each claw.
CR 1. A fey of the woods that charms rather than deceives. What the hag pretends to be.
How many green hags for a fight?
A green hag is worth 700 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many green hags fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.
Party level
Low
Moderate
High
2nd
—
—
1
3rd
—
1
2
4th
1
2
2
5th
2
4
6
6th
3
5
8
7th
4
7
9
8th
5
9
12
9th
7
11
12+
10th
9
12+
12+
11th
10
12+
12+
12th
12
12+
12+
Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.
How the green hag compares at CR 3
Against the 21 other challenge 3 monsters in the SRD 5.1, the green hag has more hit points than 20 of them, which makes it one of the toughest at its CR. See every CR 3 monster.
Statistic
Green Hag
CR 3 average
Armor Class
17
14
Hit points
82
58
Best attack bonus
+6
+5
Green Hag 2024 stat block
The 2024 Monster Manual revised the green hag, and the SRD 5.2 carries the new stat block. What changed:
Speed: 30 ft. → 30 ft., swim 30 ft..
New in its stat block: Coven Magic, Multiattack, Claw and Spellcasting.
Gone from it: Innate Spellcasting, Claws, Illusory Appearance and Invisible Passage.
Armor Class
17
Hit Points
82 (11d8 + 33)
Speed
30 ft., swim 30 ft.
Challenge
3 (700 XP)
STR
DEX
CON
INT
WIS
CHA
18 (+4)
12 (+1)
16 (+3)
13 (+1)
14 (+2)
14 (+2)
Senses
darkvision 60 ft., passive Perception 14
Languages
Common, Elvish, Sylvan
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.
Actions
Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison damage.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)