Arcane Game Lore

Shoot Straight, Conserve Ammo, and never, ever, cut a deal with a dragon.

The Hagaboar

Deep in the fen wilds of the Dark Forest stands the dwelling of solitary dark fey creatures. Never too far from the villages of man, these creatures offer their services to those brave enough to risk the forest and seek their aid. Old and selfish these bent matrons are known as hags and revel in the misery they inflict. One such dark fey, the Hagaboar, lives much deeper in the woods where many humans dare not tread, but roam the forest often coming into human villages. Using powerful illusions, hagaboars offer powerful charms to those that come to her cottage, but only if they bring a child. Those that risk the journey find themselves unable to refuse the hagaboars offer, for the return trip is even more dangerous should they refuse.

The Hagaboar loves to eat eggs, mice, lizards, worms and even snakes, but are notoriously lazy. They prefer to use small children to gather them up for her. she uses her gruesome look to scare children into doing their bidding. Like other hags, the deal of a hagaboar is binding, and she always charges a child for payment. The home of a hagaboar is often quiet charming, someplace a child might like to live and a hagaboar offers a better life than those who seek her aid can provide. Illusion and deceptions are the hagaboars main tools, appearing as a sweet old lady in order to allay any suspicion. Once the deal is complete, hagaboars often drop their illusions to show the parent the mistake they made.

GM’s Note: The hagaboar comes from my childhood when I was a kid and could not say hamburger. I thought it would be amusing to have a creature named  after the word.

Medium fey, neutral evil

Armor Class17
Hit Points82(11d8+ 33)
Speed30 ft. ft.

18(+4) 12(+1) 16(+3) (13(+1) 14(+2) 14(+2)

Proficiency Bonus: +2
Skills: Perception +4, Deception +4, Arcana +3, Stealth +3
Senses: darkvision 60 ft., passive Perception 14
Languages: Common, Draconic, Sylvan
Challenge: 3 (700 XP)

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.


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.

Drawing by Michelle Rodriguez

Drawing by Michelle Rodriguez

Categorised as: World Building

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