Weather Hag
Medium • Fey • Neutral Evil
Armor Class 17
Hit Points 127 (17d8 + 51)
Speed 30 ft., fly 30 ft. (hover)
Initiative +6 (16)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 17 (+3) | 18 (+4) | 16 (+3) | 18 (+4) |
Skills Deception +8, Nature +8, Perception +7
Damage Resistances ligthning, thunder
Condition Immunities charmed, frigthened
Senses darkvision 60 ft., passive Perception 17
Languages Common, Primordial, Sylvan
CR 9 (XP 5,000; PB +4)

Bloodied - Pocket Fog. When the hag becomes bloodied, she casts fog cloud on herself without requiring concentration. The effect moves with her, and she can end it as a bonus action.
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 16): 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.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The hag makes two Claw attacks.
Claw. Melee Weapon Attack: +8, reach 5 ft. Hit: 13 (2d8 + 4) slashing damage plus 13 (3d8) lightning damage.
Spellcasting. The hag casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: create or destroy water, fog cloud, gust of wind, shatter
2/day: call lightning, lightning bolt, ice storm, sleet storm, wind wall
1/day: control weather
BONUS ACTIONS
Bottled Weather (3/Day). Constitution Saving Throw: DC 16, one creature within 30 feet of the hag that she can see. Failure: Roll a d4 to determine the effect, which lasts for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Heatwave. The target has disadvantage on ability checks.
- Headwind. The target's speed is reduced by 10 feet.
- Thunderstorm. The target is deafened and can't take reactions.
- Hail. The target has disadvantage on saving throws to maintain concentration and must make such a save at the start of its turn if it is concentrating on a spell or effect.
REACTIONS
Bad Luck Cloud. Trigger: A creature within 30 feet that the hag can see fails a saving throw by 5 or more. Response - Charisma Saving Throw: DC 16. Failure: The target becomes cursed until cured by a remove curse spell or similar magic. While cursed, the target constantly has a small rain cloud hovering a few feet above its head that drizzles on it, and whenever it takes lightning damage, it takes an additional 1d8 lightning damage. Additionally, rolling a 2 on a d20 also counts as a critical failure for it.
Weather Hag
Medium • Fey • Neutral Evil
Armor Class 16
Hit Points 84 (13d8 + 26)
Speed 30 ft., fly 30 ft. (hover)
Initiative +4 (14)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 13 (+1) | 15 (+2) | 16 (+3) | 14 (+2) | 16 (+3) |
Skills Deception +6, Nature +6, Perception +5
Damage Resistances ligthning, thunder
Condition Immunities charmed, frigthened
Senses darkvision 60 ft., passive Perception 15
Languages Common, Primordial, Sylvan
CR 6 (XP 2,300; PB +3)

Bloodied - Pocket Fog. When the hag becomes bloodied, she casts fog cloud on herself without requiring concentration. The effect moves with her, and she can end it as a bonus action.
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 14): 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.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The hag makes two Claw attacks.
Claw. Melee Weapon Attack: +6, reach 5 ft. Hit: 7 (1d8 + 3) slashing damage plus 10 (3d6) lightning damage.
Spellcasting. The hag casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: create or destroy water, fog cloud, gust of wind, shatter
1/day: call lightning, control weather, lightning bolt, ice storm, sleet storm, wind wall
BONUS ACTIONS
Bottled Weather (3/Day). Constitution Saving Throw: DC 14, one creature within 30 feet of the hag that she can see. Failure: Roll a d4 to determine the effect, which lasts for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Heatwave. The target has disadvantage on ability checks.
- Headwind. The target's speed is reduced by 10 feet.
- Thunderstorm. The target is deafened and can't take reactions.
- Hail. The target has disadvantage on saving throws to maintain concentration and must make such a save at the start of its turn if it is concentrating on a spell or effect.
REACTIONS
Bad Luck Cloud. Trigger: A creature within 30 feet that the hag can see fails a saving throw by 5 or more. Response - Charisma Saving Throw: DC 14. Failure: The target becomes cursed until cured by a remove curse spell or similar magic. While cursed, the target constantly has a small rain cloud hovering a few feet above its head that drizzles on it, and whenever it takes lightning damage, it takes an additional 1d6 lightning damage. Additionally, rolling a 2 on a d20 also counts as a critical failure for it.
Weather Hag
Medium • Fey • Neutral Evil
Armor Class 18
Hit Points 178 (21d8 + 84)
Speed 30 ft., fly 30 ft. (hover)
Initiative +7 (17)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 (+5) | 17 (+3) | 19 (+4) | 20 (+5) | 18 (+4) | 20 (+5) |
Skills Deception +9, Nature +9, Perception +8
Damage Resistances ligthning, thunder
Condition Immunities charmed, frigthened
Senses darkvision 60 ft., passive Perception 18
Languages Common, Primordial, Sylvan
CR 12 (XP 8,400; PB +4)

Bloodied - Pocket Fog. When the hag becomes bloodied, she casts fog cloud on herself without requiring concentration. The effect moves with her, and she can end it as a bonus action.
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 17): 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.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The hag makes two Claw attacks.
Claw. Melee Weapon Attack: +9, reach 5 ft. Hit: 18 (3d8 + 5) slashing damage plus 16 (3d10) lightning damage.
Spellcasting. The hag casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17):
At will: create or destroy water, fog cloud, gust of wind, shatter
3/day: call lightning, lightning bolt, ice storm, sleet storm, wind wall
1/day: control weather
BONUS ACTIONS
Bottled Weather (3/Day). Constitution Saving Throw: DC 17, one creature within 60 feet of the hag that she can see. Failure: Roll a d4 to determine the effect, which lasts for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Heatwave. The target has disadvantage on ability checks.
- Headwind. The target's speed is reduced by 10 feet.
- Thunderstorm. The target is deafened and can't take reactions.
- Hail. The target has disadvantage on saving throws to maintain concentration and must make such a save at the start of its turn if it is concentrating on a spell or effect.
REACTIONS
Bad Luck Cloud. Trigger: A creature within 60 feet that the hag can see fails a saving throw by 5 or more. Response - Charisma Saving Throw: DC 17. Failure: The target becomes cursed until cured by a remove curse spell or similar magic. While cursed, the target constantly has a small rain cloud hovering a few feet above its head that drizzles on it, and whenever it takes lightning damage, it takes an additional 1d10 lightning damage. Additionally, rolling a 2 on a d20 also counts as a critical failure for it.
QUICK REFERENCE
USING MONSTER VARIANTS
Monster variants allow the GM to adjust encounters to better match the party’s strength, narrative needs, or world-building logic. A weaker variant may represent a juvenile, wounded, or lesser specimen, while a stronger variant can serve as a leader, champion, ancient creature, or apex predator.
Variants can be used to fine-tune difficulty without changing the core identity of the monster, making them ideal for scaling encounters, reinforcing hierarchy within a faction, or creating memorable boss-style enemies. You can even use the same stat block but different variants in the same encounter if you want.
Design Note. Each monster is primarily balanced around its normal version. Weaker and stronger variants are derived adjustments and may not always preserve every tactical nuance or “feel” of the original creature. GMs are encouraged to review variants carefully and adjust abilities or tactics as needed to best suit their table.
