Arcana +5, Deception +4, Perception +4, Stealth +3
+1
Darkvision 60 ft
Common, Elvish, Sylvan
Traits
Amphibious
The green hag can breathe air and water.
Actions
Coven Magic
1 use per long rest. While within 30 feet of at least two hag allies, the green 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 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The green hag must finish a Long Rest before using this trait to cast that spell again.
Mimicry
The green hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14.
Multiattack
The green hag makes two Claw attacks.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft.. Hit: 8 (1d8 + 4) slashing plus 3 (1d6) poison damage.
Spellcasting
The green hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
Prepared Spells
Augury, Find Familiar, Identify, Locate Object, Scrying, Unseen Servant, Dancing Lights, Disguise Self, Invisibility, Minor Illusion, Ray Of Sickness