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<blockquote data-quote="Leatherhead" data-source="post: 6989069" data-attributes="member: 53176"><p>Hags have a huge amount of customization options. I highly recommend going back to chapter one and reading all about them if you want to focus even a part of your campaign around them. It includes several plot hooks, from kidnapping and eating babies, to a hag looking to change into another kind of hag.</p><p></p><p>Each hag can belong to a Coven, which gives the group access to the spellcasting abilities of a 12th level wizard. The Coven has to share the slots, but it's basically a free licence to add exactly as much complexity to the fight as you want. There is the generic spell list in on MMpg176, which includes goodies such as <em>Lighting Bolt</em>, <em>Hold Person</em>, <em>Polymorph</em> and <em>Eyebite</em>. And there are three alternate spell lists on VGtMpg58 which include both cleric and druid spells, while focusing on a theme. This basically makes hags super-wizards with access to any spell you want them to have for plot or combat reasons.</p><p></p><p>In addition, every individual hag can be a "Grandmother" which makes them the boss, giving them access to lair actions. The Annis Hag, in particular can summon an acidic smoke cloud to hurt and obscure, literally smoking out any ranged combatants from their sniping positions.</p><p></p><p>All Hags also have access to regional effects. With Grandmothers, Aunties (the rank below, for those that don't want a super-powerful individual hag but still plot options) and Covens getting to spam multiple effects at the same time, some of which are deadly. Annis Hags can turn stone paths into caltrops, bury intruders in avalanches, and cause small pockets of undead or fay creatures to pop up anywhere in their domain. </p><p></p><p>Outside of all those options, the Annis hag is still an innate spellcaster, with access to <em>Fog Cloud</em> and <em>Disguise Self</em>. Giving them at least one recourse against ranged opponents beyond charging in at the first opportunity, even if they are encountered alone outside of their home.</p><p></p><p>Personally, I would never consider the Annis hag simple or boring. Even though they are clearly the "brutes" of the hag tribe, they have more in-combat options than a Sea Hag, the entire library of plot options available to hags in general, and even their own unique narrative gimmick. They might be a little high on the CR scale compared to the other hags, but they work well for what they can do. And given a mixed coven, can blindside any PC's expecting a bunch of frail casters.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 6989069, member: 53176"] Hags have a huge amount of customization options. I highly recommend going back to chapter one and reading all about them if you want to focus even a part of your campaign around them. It includes several plot hooks, from kidnapping and eating babies, to a hag looking to change into another kind of hag. Each hag can belong to a Coven, which gives the group access to the spellcasting abilities of a 12th level wizard. The Coven has to share the slots, but it's basically a free licence to add exactly as much complexity to the fight as you want. There is the generic spell list in on MMpg176, which includes goodies such as [I]Lighting Bolt[/I], [I]Hold Person[/I], [I]Polymorph[/I] and [I]Eyebite[/I]. And there are three alternate spell lists on VGtMpg58 which include both cleric and druid spells, while focusing on a theme. This basically makes hags super-wizards with access to any spell you want them to have for plot or combat reasons. In addition, every individual hag can be a "Grandmother" which makes them the boss, giving them access to lair actions. The Annis Hag, in particular can summon an acidic smoke cloud to hurt and obscure, literally smoking out any ranged combatants from their sniping positions. All Hags also have access to regional effects. With Grandmothers, Aunties (the rank below, for those that don't want a super-powerful individual hag but still plot options) and Covens getting to spam multiple effects at the same time, some of which are deadly. Annis Hags can turn stone paths into caltrops, bury intruders in avalanches, and cause small pockets of undead or fay creatures to pop up anywhere in their domain. Outside of all those options, the Annis hag is still an innate spellcaster, with access to [I]Fog Cloud[/I] and [I]Disguise Self[/I]. Giving them at least one recourse against ranged opponents beyond charging in at the first opportunity, even if they are encountered alone outside of their home. Personally, I would never consider the Annis hag simple or boring. Even though they are clearly the "brutes" of the hag tribe, they have more in-combat options than a Sea Hag, the entire library of plot options available to hags in general, and even their own unique narrative gimmick. They might be a little high on the CR scale compared to the other hags, but they work well for what they can do. And given a mixed coven, can blindside any PC's expecting a bunch of frail casters. [/QUOTE]
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