Fate Hag

Medium fey, typically neutral

Armor Class

14 (natural armor)

Hit Points

71 (13d8 + 13)

Speed

30 ft.

Saves

wis +6, con +3

Skills

deception +6, arcana +5, history +5, perception +6

Condition Immunities

charmed

Senses

truesight 60 ft.

Languages

all

Challenge

4

Proficiency Bonus

+2

Legendary Resistance (2/Day)

If the hag fails a saving throw, it can choose to succeed instead.

Trace the Threads (1/Day)

The hag can cast the Legend Lore spell, requiring no material components and using Wisdom as the spellcasting ability.

Actions

Multiattack

The hag makes two Shears attacks. It can replace one attack with a use of Spellcasting.

Shears

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) force damage. If the target is a creature, it has disadvantage on attack rolls until the end of the hag's next turn.

Spellcasting

While holding its shears, the hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 14): • At will: Bless, Guidance, Silent Image • 1/Day each: Bane, Bestow Curse, Divination, Scrying (as an action)

Legendary actions

Legendary Actions (3/Turn)

The Fate Hag can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The Fate Hag regains spent legendary actions at the start of its turn.

Destined Jaunt

The hag magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.

Tangle Threads

The hag magically tangles a creature it can see within 60 feet of itself in spectral silver threads. The creature must succeed on a DC 14 Strength saving throw, or its speed is reduced to 0 until the end of its next turn.

Destiny Curse (Costs 2 Actions)

The hag magically curses a creature it can see within 60 feet of itself. The creature must make a DC 14 Wisdom saving throw, and the creature has disadvantage on this save if it has damaged the hag within the last minute. On a failed save, the creature has disadvantage on ability checks, attack rolls, and saving throws until the curse ends. Once per turn, when the cursed creature fails one of those d20 rolls, it takes 7 (2d6) force damage. The curse ends after 1 minute; when the creature succeeds on a total of three ability checks, attack rolls, or saving throws in any combination; or when the hag uses this action again.