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Mummified Hag Hand

wand, rare (requires attunement by a spellcaster)

This wand is made from the mummified hand of a green hag, which once had long nails and was covered in warts.

Attunement

To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:
d6Flaw
1Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need.
2Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people.
3Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts.
4Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves.
5Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger.
6Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess.

Green Hag Spells

While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Disguise Self (illusion)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Modify the appearance of the caster (its physical and its equipment) thanks to an illusion.

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(1 charge), Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

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(2 charges), Minor Illusion (illusion)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a sound or an immobile image of an object no larger than a 5-ft cube.

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(1 charge), or Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

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(2 charges). The wand has 6 charges and regains expended charges daily at dawn.

Green Hag's Curse

Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d6. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
d6Curse Effect
1The target’s appearance is altered to look like a hag.
2The target becomes invisible to everyone except you.
3The target hears illusory whispers that distract it. The target has disadvantage on Wisdom checks and saving throws.
4The target sees a phantasmal image of its worst fear at a point of your choice within 30 feet of the target. The target is frightened and must use its action to move away from the image.
5The target is affected by the Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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spell.
6The target is affected by the Suggestion (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.

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spell. You are the caster of the spell and can issue a suggestion as a part of the curse.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
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Mummified Hag Hand

wand, uncommon (requires attunement by a spellcaster)

This wand is made from the mummified hand of a sea hag, which once had webbed fingers and scales.

Attunement

To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:
d6Flaw
1Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need.
2Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people.
3Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts.
4Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves.
5Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger.
6Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess.

Sea Hag Spells

While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Cause Fear (necromancy)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or becomes frightened (nbr of targets/lvl).

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(1 charge), Fog Cloud (conjuration)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Makes an area heavily obscured in a 20-ft-radius sphere (+20 ft/lvl).

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(1 charge), Ray of Sickness (necromancy)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

If the attack hits, deals 2d8 poison damage (damage/lvl) and the target can be poisoned (Con. save).

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(1 charge), or Water Breathing (transmutation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: Yes

Up to 10 creatures gets the ability to breathe underwater.

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(2 charges). The wand has 5 charges and regains expended charges daily at dawn.

Sea Hag's Curse

Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d6. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
d6Curse Effect
1The target is frightened of you.
2The target is blinded by a thick fog in a 10-foot radius that moves with it.
3The target takes poison damage at the start of each of its turns.
4The target is poisoned.
5The target is affected by the Sleep (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

5d8 hp of creatures fall unconscious, starting with the creature with the lowest current hp (+2d8 hp/lvl).

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spell.
6The target is affected by the Charm Person (enchantment)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

The humanoid target must succeed on a Wis. save or be charmed by the caster (+1 creature/lvl).

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spell. You are the caster of the spell and can issue commands to the target as a bonus action.
background image

Mummified Hag Hand

wand, rare (requires attunement by a spellcaster)

This wand is made from the mummified hand of a green hag, which once had long nails and was covered in warts.

Attunement

To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:
d6Flaw
1Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need.
2Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people.
3Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts.
4Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves.
5Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger.
6Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess.

Green Hag Spells

While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Disguise Self (illusion)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

Modify the appearance of the caster (its physical and its equipment) thanks to an illusion.

View on dndbeyond.com
(1 charge), Invisibility (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target becomes invisible during 1 hour or until she attacks or casts a spell (+1 creature/lvl).

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(2 charges), Minor Illusion (illusion)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

Create a sound or an immobile image of an object no larger than a 5-ft cube.

View on dndbeyond.com
(1 charge), or Phantasmal Force (illusion)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

Tha target must succeed on an Int. save or perceive as real an object or creature created by the caster (with sound).

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(2 charges). The wand has 6 charges and regains expended charges daily at dawn.

Green Hag's Curse

Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d6. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
d6Curse Effect
1The target’s appearance is altered to look like a hag.
2The target becomes invisible to everyone except you.
3The target hears illusory whispers that distract it. The target has disadvantage on Wisdom checks and saving throws.
4The target sees a phantasmal image of its worst fear at a point of your choice within 30 feet of the target. The target is frightened and must use its action to move away from the image.
5The target is affected by the Confusion (enchantment)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 10-ft-radius sphere must succeed on a Wis. save or can't take actions normally (+ 5-ft-radius/lvl).

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spell.
6The target is affected by the Suggestion (enchantment)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or follow the suggestion given by the caster in one or two sentences.

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spell. You are the caster of the spell and can issue a suggestion as a part of the curse.
background image

Mummified Hag Hand

wand, very rare (requires attunement by a spellcaster)

This wand is made from the mummified hand of a night hag, with blackened skin and sharp claws.

Attunement

To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:
d6Flaw
1Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need.
2Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people.
3Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts.
4Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves.
5Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger.
6Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess.

Night Hag Spells

While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Bestow Curse (necromancy)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target must succeed on a Wis. save or suffer an effect as a disadvantage to a check or lose an action (duration/lvl).

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(3 charges), Blindness/Deafness (necromancy)
Level: 2
Casting Time: 1 action
Concentration: No
Ritual: No

The target must succeed on a Con. save or become blinded or deafened (+1 creature/lvl).

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(2 charges), Hex (enchantment)
Level: 1
Casting Time: 1 bonus action
Concentration: Yes
Ritual: No

If an attack hits, deals an extra 1d6 necrotic damage. Disadvantage on achosem ability check (duration/lvl).

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(1 charge), or Ray of Enfeeblement (necromancy)
Level: 2
Casting Time: 1 action
Concentration: Yes
Ritual: No

If the spell attack hits, the target deals only half damage with a weapon attack that use Strength (Con. save).

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(1 charge). The wand has 7 charges and regains expended charges daily at dawn.

Night Hag's Curse

Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d8. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
d8Curse Effect
1The target’s speed is halved.
2The target’s AC is reduced by 2.
3The target takes necrotic damage at the start of each of its turns.
4The target is unable to speak or cast spells that require verbal components.
5The target is affected by the Bane (enchantment)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 3 targets must succeed on a Cha. save or subtract 1d4 from their attack roll or saving throw (+1 creature/lvl).

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spell.
6The target is affected by the Slow (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Up to 6 targets must succeed on a Wis. save, or have their speed and actions reduced and -2 to AC and Dex. saves.

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spell.
7The target is affected by the Polymorph (transmutation)
Level: 4
Casting Time: 1 action
Concentration: Yes
Ritual: No

Transform a target into a new beast form whose CR/level is equal to or less than the target's CR/level.

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spell. The DM chooses the new form, which must be a beast with a CR equal to or less than the target’s level or CR6.
8The target is affected by the Dominate Person (enchantment)
Level: 5
Casting Time: 1 action
Concentration: Yes
Ritual: No

One humanoid must succeed on a Wis. save or be charmed and obey the caster (duration/lvl).

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spell. You are the caster of the spell and can issue commands to the target as a bonus action.
background image

Mummified Hag Hand

wand, legendary (requires attunement by a spellcaster)

This wand is made from the mummified hand of a bheur hag, with frostbitten fingers and icicles.

Attunement

To attune to the wand, you can follow the standard rules for attuning to a magic item. Alternatively, you can cut off your hand and fuse the mummified hag hand with your arm. Doing so allows you to use the wand without attunement, and it functions as a normal hand. However, this procedure comes with a cost. You gain a character flaw that reflects the hag’s nature. The flaw is determined by your DM, or by rolling on the table below:
d6Flaw
1Compulsive Bargainer: You have a compulsion to bargain with others, even when it’s not in your best interest. You might offer deals that are too good to be true, or you might try to negotiate for things that you don’t really need.
2Deceptive: You have a tendency to deceive others, whether it’s for your own gain or just for fun. You might tell lies or half-truths, or you might use illusions to trick people.
3Obsessive Collector: You have an obsession with collecting things, especially items that have sentimental or magical value. You might hoard objects that remind you of your past, or you might seek out rare and exotic artifacts.
4Sadistic: You take pleasure in causing pain and suffering to others, whether it’s physical or emotional. You might enjoy torturing your enemies, or you might manipulate people into hurting themselves.
5Vengeful: You hold grudges and seek revenge against those who have wronged you. You might go to great lengths to get even with your enemies, even if it means putting yourself in danger.
6Wishful Thinker: You have a tendency to believe in things that aren’t real, whether it’s superstitions, legends, or your own delusions. You might see omens in everyday events, or you might believe that you have magical powers that you don’t actually possess.

Bheur Hag Spells

While attuned to the wand, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Cone of Cold (evocation)
Level: 5
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 60-ft cone must succeed on a Con. save or take 8d8 cold damage (damage/lvl).

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(5 charges), Ice Storm (evocation)
Level: 4
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft-radius, 40-ft-high cylinder must succeed on a Dex. save or take 2d8 bludgeoning damage and 4d6 cold damage.

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(4 charges), Sleet Storm (conjuration)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Creatures in a 20-ft-radius, 20-ft-tall cylinder (heavily obscured) must succeed on a Dex. save or fall prone.

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(3 charges), or Ray of Frost (evocation)
Level: 0
Casting Time: 1 action
Concentration: No
Ritual: No

If the spell attack hits, deals 1d8 cold damage (damage/lvl) and the target's speed is reduced by 10 ft.

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(1 charge). The wand has 9 charges and regains expended charges daily at dawn.

Bheur Hag's Curse

Once per day, while holding the wand, you can use a bonus action to point it at a creature you can see within 30 feet of you and speak a curse in the hag’s tongue. The target must succeed on a Wisdom saving throw against your spell save DC or be affected by one of the following curse effects, determined by rolling a d8. The curse lasts for 1 minute and the target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
d8Curse Effect
1The target is encased in a block of ice. The target is restrained and has resistance to all damage except fire damage.
2The target is surrounded by a swirling storm of snow and hail in a 10-foot radius that moves with it. Creatures other than you inside the storm are blinded and takes cold damage at the start of each of their turns.
3The target is chilled to the bone. The target has disadvantage on Strength and Dexterity checks and saving throws.
4The target is frozen in fear. The target is frightened and paralyzed.
5The target’s body temperature drops rapidly, causing them to become sluggish and lethargic. The target gains one level of exhaustion at the start of each of their turns.
6The target is affected by the Feeblemind (enchantment)
Level: 8
Casting Time: 1 action
Concentration: No
Ritual: No

The target take 4d6 psychic damage and must succeed on an Int. save or his Charisma and Intelligence scores become 1.

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spell.
7The target’s limbs become stiff and numb, making it difficult to move. The target’s movement speed cannot exceed 10 feet.
8The target’s skin freezes and becomes brittle and fragile, it is vulnerable to bludgeoning damage.

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