Crystal hags are within this domain by choice. The solitude and plethora of dull creatures made dark experimentation in the grove easy. The influence of Hyxia, however has twisted their obsession with tragedy to a more personal level. They enjoy making a creature fear its loved ones, forcing them to solitude only to then subject it to cruel experiements, usually resulting in the creature’s demise.
Power of the Crystal
The hyxia crystal’s mutations have resulted in an odd ability, found only in crystal hags. Their song causes creatures to admire their surroundings. This magic is oddly similar to the Call of Hyxia (optional rule, p2). The hag’s have learned to sing in such a frequency that their song is amplified through the use of resonance.
Crystal hags keep in touch with eachother, often overgrand distances. They are able to craft items that pick up minor vibrations within the crystal formations. Hags use their Song of the Crystal to send small and important messages, that would benefit the hags’ overal position within the grove.
Crystal Hag Tactics
Crystal hags love to use their isolated ability to make a creature fear their allies. It mostly attempts to do so by moving around the battlefield with its unlimited crystal passwall, and attempting to incapacitate enemies with her use of her song of the Crystal. Alternatively, the hag snatches a creature with a grapple and drags them away to infect their mind by using their fears against them.
Crystal Hag Items
A crystal hag often carries two rare magic items with her, that she must craft for herself. The crystal hag will unleash its wrath upon any creature that steals or breaks one of these items
Crown of the Mind. A blood-red platinum crown inlaid with a single dark purple crystal. This item allows the crystal hag to read the surface thoughts of any creature.
Goi Orb. This black orb pulses with Hyxia magic. When it is on the hag’s person, she can use her cation to cast tree stride, although it works only on crystal formations, and not on trees.
Medium fey, neutral evil
Armor Class 16
Hit Points 111 (13d8 + 52)
Speed 30 ft., 10 ft flying (hover)
|19 (+4)||13 (+1)||18 (+4)||15 (+2)||12 (+1)||15 (+2)|
Skills Arcana +5, Deception +5, Perception +4
Damage resistances bludgeoning, piercing and slashing damage from nonmagical weapons
Senses passive Perception 14
Languages Common, Goblin, Sylvan
Challenge 5 (1800 XP)
Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14). She can cast the following spells, requiring no material components:
At will: dancing lights, passwall, silent image, tree stride (crystal only).
Crystal Divination. The hag can read the surface thoughts of any creature.
Claws. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 11 (2d6 + 4) slashing damage. The hag can choose to deal no damage and grapple the creature instead.
Song of the Crystal (Recharge 5/6). The hag sings a horrifying song; its frequency amplified due to resonance with crystal formations around her. Each creature within 30 feet of the hag, or within 30 feet of a crystal formation that is within the range the Song of the Crystal must succeed on a DC 14 Wisdom saving throw or become incapacitated for 1 minute. While incapacitated this way, the creature stares in awe at the nature around it. The creature can awaken from its stupor if they take damage or if another creature uses their action to shake them.
Isolate. When a creature is not within 30 feet of one of its allies, the hag attempts to invade a creature’s mind. The hag targets a creature within 5 feet of it, forcing it to make a DC 14 Charisma saving throw. If the creature is under the influence of its Song of the Crystal, it makes this saving throw with disadvantage. On a failed save, the creature takes 3d10 psychic damage and becomes frightened of all creatures except for the hag.