D&D Fight Club
Muukk': Green Hag/Rogue/Assassin/Sorcerer
By Robert Wiese

Who knows -- really -- what hags go through as they mature? Certainly Muukk' had an abnormal haggish youth, as she was constantly pestered by elves from the forest where she lives, and had to relocate several times. She came to hate elves, even more than she hates other creatures. She set about learning the ways of the elves so that she could decimate them and possibly drive them from the forest. If the elves leave, she would have peace and quiet, and she thinks that is all she really wants. In truth, if the elves are driven away, she would just pick some other creature or race to hate and focus her destructive energies on it. She is as sour a hag as any have met, and even makes other hags nervous. She has met only one other hag since leaving her "mother," and that hag, an annis, was killed by the elves.

Muukk' is a pretty straightforward villain, but has added rogue abilities to augment her natural talents for sneaking, ambushing, and distracting victims. Note especially her sneak attack potential with short bow at close range, and at higher levels her death attack and spells. While she hunts elves with focused determination, she would attack any creatures that got in her way. When using her against adventurers, remember that she is a coward at heart, attacking in melee only when she believes she has the upper hand. If the odds are not in her favor, she uses her spells and ranged attacks to wear down adventurers or pick them off one by one. She will also send summoned creatures to attack adventurers rather than doing so herself as long as her wand holds charges.

Here we offer three versions of Muukk' for varied challenge levels. She is presented with magic items equivalent in value to those an NPC of her level should have. If you factor in goblin minions, you might want to add some loot to the encounter. Below the versions, you will find statistics for her familiar (column 3 version).

(9th hag)/1st level Rogue

(9th hag)/5th level Rogue

(9th hag)/5th level Rogue/4th level Assassin/1st level Sorcerer

Challenge Rating: 6

Challenge Rating: 10

Challenge Rating: 15

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Alignment: Chaotic Evil

Strength: 19

Strength: 19

Strength: 20

Dexterity: 16 [18]

Dexterity: 16 [18]

Dexterity: 16 [22]

Constitution: 12

Constitution: 12

Constitution: 12 [14 with familiar]

Intelligence: 15

Intelligence: 15

Intelligence: 15

Wisdom: 13

Wisdom: 13

Wisdom: 13

Charisma: 10

Charisma: 11

Charisma: 11

Languages: Giant, Common

Languages: Giant, Common

Languages: Giant, Common

Hit Dice: 9d8 [hag] +1d6 [rogue] +10 [Con]

Hit Dice: 9d8 [hag] +5d6 [rogue] +14 [Con]

Hit Dice: 9d8 [hag] +5d6 [rogue] +4d6 [assassin] + 1d4 [sorcerer] +19 [+20] [Con]

Hit Points: 53

Hit Points: 71

Hit Points: 93 [94]

Initiative Modifier: +3 [+4] (Dex)

Initiative Modifier: +3 [+4] (Dex)

Initiative Modifier: +3 [+6] (Dex)

Speed: 30 ft, swim 30 ft.

Speed: 30 ft, swim 30 ft.

Speed: 30 ft, swim 30 ft.

Armor Class: 25 [26] (+3 [+4] Dex, +11 natural, +1 ring of protection)

Armor Class: 29 [30] (+3 [+4] Dex, +11 natural, +1 ring of protection, +4 bracers of armor)

Armor Class: 35 [38] (+3 [+6] Dex, +11 natural, +3 ring of protection, +8 bracers of armor)

Attacks:

  • 2 claws +13 melee [+9 hag, +0 rogue, +4 Str] (1d4+4)

OR

  • Short bow +12/+7 [+13/+8] ranged [+9 hag, +0 rogue, +3 [+4] Dex] (1d6+2 [crit ' 3])

Attacks:

  • 2 claws +16 melee [+9 hag, +3 rogue, +4 Str] (1d4+4)

OR

  • Short bow +17/+12/+6 [+18/+13/+7] ranged [+9 hag, +3 rogue, +2 weapon, +3 [+4] Dex] (1d6+2 [crit ' 3])

Attacks:

  • 2 claws +20 melee [+9 hag, +3 rogue, +3 assassin, +5 Str] (1d4+5)

OR

  • Short bow +20/+15/+10 [+23/+18/+13] ranged [+9 hag, +3 rogue, +3 assassin, +2 weapon, +3 [+6] Dex] (1d6+2 [crit ' 3])

Face/Reach: 5 ft. ' 5 ft./5 ft.

Face/Reach: 5 ft. ' 5 ft./5 ft.

Face/Reach: 5 ft. ' 5 ft./5 ft.

Saving Throws:

Fortitude +9 [+3 hag, +1 Con, +2 Great Fortitude, +3 cloak of resistance]

Reflex +14 [+15] [+6 hag, +2 rogue, +3 [+4] Dex, +3 cloak of resistance]

Will +10 [+6 hag, +1 Wis, +3 cloak of resistance]

Saving Throws:

Fortitude +10 [+3 hag, +1 rogue, +1 Con, +2 Great Fortitude, +3 cloak of resistance]

Reflex +16 [+17] [+6 hag, +4 rogue, +3 [+4] Dex, +3 cloak of resistance]

Will +11 [+6 hag, +1 rogue, +1 Wis, +3 cloak of resistance]

Saving Throws:

Fortitude +13 [+14] [+3 hag, +1 rogue, +1 assassin, +1 [+2] Con, +2 Great Fortitude, +5 cloak of resistance]

Reflex +22 [+25] [+6 hag, +4 rogue, +4 assassin, +3 [+6] Dex, +5 cloak of resistance]

Will +16 [+6 hag, +1 rogue, +1 assassin, +2 sorcerer, +1 Wis, +5 cloak of resistance]

Skills [46 hag, 10 rogue]: Concentration +13 [+12 hag, +1 Con], Disguise +4 [+4 rogue], Hide +13 [+14] [+10 hag, +3 [+4] Dex], Knowledge (elven culture) +6 [+4 hag, +2 Int], Listen +11 [+10 hag, +1 Wis], Move Silently +7 [+8] [+4 rogue, +3 [+4] Dex], Spot +11 [+10 hag, +1 Wis], Use Rope +5 [+6] [+2 rogue, +3 [+4] Dex]

Skills [46 hag, 50 rogue]: Balance +8 [+9] [+5 rogue, +3 [+4] Dex], Concentration +13 [+12 hag, +1 Con], Disguise +6 [+6 rogue], Hide +18 [+19] [+10 hag, +5 rogue, +3 [+4] Dex], Knowledge (elven culture) +10 [+4 hag, +8 rogue cross-class, +2 Int], Listen +16 [+10 hag, +5 rogue, +1 Wis], Move Silently +17 [+18] [+14 rogue, +3 [+4] Dex], Spot +11 [+10 hag, +1 Wis], Use Magical Device +10 [+10 rogue], Use Rope +11 [+12] [+8 rogue, +3 [+4] Dex]

Skills [46 hag, 50 rogue, 24 assassin]: Balance +8 [+11] [+5 rogue, +3 [+6] Dex], Climb +8 [+3 assassin, +5 Str], Concentration +13 [+14] [+12 hag, +1 [+2] Con], Decipher Script +6 [+4 assassin, +2 Int], Disguise +8 [+6 rogue, +2 assassin], Hide +18 [+21] [+10 hag, +5 rogue, +3 [+6] Dex], Knowledge (elven culture) +10 [+4 hag, +8 rogue cross-class, +2 Int], Listen +16 [+10 hag, +5 rogue, +1 Wis], Move Silently +20 [+23] [+14 rogue, +3 assassin, +3 [+6] Dex], Spot +17 [+10 hag, +6 assassin, +1 Wis], Use Magical Device +14 [+10 rogue, +4 assassin], Use Rope +13 [+16] [+8 rogue, +2 assassin, +3 [+6] Dex]

Feats [4 hag]: Alertness, Blind-fight, Combat Casting, Great Fortitude

Feats [4 hag, 12th level character]: Alertness, Blind-fight, Combat Casting, Dodge, Great Fortitude

Feats [4 hag, 12th & 15th & 18th level character]: Alertness, Blind-fight, Combat Casting, Dodge, Great Fortitude, Mobility, Spring Attack

Special Attacks/Qualities:

  • Spell-like Abilities:
    At will (as 8th lvl sorcerer)—change self, dancing lights, ghost sound, invisibility, pass without trace, tongues, water breathing
  • Weakness: Successful melee touch attack does 2d4 temporary Strength damage (Fort save DC 13 to negate)
  • Mimicry: Can imitate the sounds of almost any animal found near her lair
  • Spell Resistance 18
  • Darkvision 90 ft.
  • Sneak Attack +1d6

Special Attacks/Qualities:

  • Spell-like Abilities:
    At will (as 8th lvl sorcerer)—change self, dancing lights, ghost sound, invisibility, pass without trace, tongues, water breathing
  • Weakness: Successful melee touch attack does 2d4 temporary Strength damage (Fort save DC 13 to negate)
  • Mimicry: Can imitate the sounds of almost any animal found near her lair
  • Spell Resistance 18
  • Darkvision 90 ft.
  • Sneak Attack +3d6
  • Evasion
  • Uncanny Dodge (Dex bonus to AC even when she would lose it except when immobilized)

Special Attacks/Qualities:

  • Spell-like Abilities:
    At will (as 8th lvl sorcerer)—change self, dancing lights, ghost sound, invisibility, pass without trace, tongues, water breathing
  • Weakness: Successful melee touch attack does 2d4 temporary Strength damage (Fort save DC 13 to negate)
  • Mimicry: Can imitate the sounds of almost any animal found near her lair
  • Spell Resistance 18
  • Darkvision 90 ft.
  • Sneak Attack +5d6
  • Evasion
  • Uncanny Dodge (Dex bonus to AC even when she would lose it except when immobilized)
  • +2 save vs Poison
  • Poison Use (no risk of poisoning herself when using poison)
  • Death Attack (see DMG p. 30, Fort save DC 16)
  • Assassin Spells (0/2/2 per day) [0/1/1 bonus spells for Int 15]:
    Spellbook 1st lvl—detect poison, obscuring mist, spider climb
    Spellbook 2nd lvl—alter self, darkness, undetectable alignment
  • Sorcerer spells (5/3 per day) [4/2 spells known]:
    0 lvl—detect magic, mage hand, ray of frost, resistance
    1st lvl—expeditious retreat, true strike
  • Toad familiar (see below)

Equipment: The bonuses for these items are included in the statistics above. [16,000 gp for 10th level character] mighty composite short bow (+2 Str bonus) [225 gp], cloak of resistance +3 [9,000 gp], gloves of dexterity +2 [4,000 gp], ring of protection +1 [2,000 gp], potion of bull's strength [300 gp], potion of cure moderate wounds [300 gp], potion of hiding [150 gp]

Equipment: The bonuses for these items are included in the statistics above. [45,000 gp for 14th level character] mighty composite short bow +2 (+2 Str bonus) [8,225 gp], bracers of armor +4 [16,000 gp], cloak of resistance +3 [9,000 gp], gloves of dexterity +2 [4,000 gp], ring of protection +1 [2,000 gp], potion of bull' strength [300 gp], potion of cure moderate wounds [300 gp], potion of hiding [150 gp], potion of detect thoughts [300 gp], wand of summon monster II with 50 charges [4,500 gp]

Equipment: The bonuses for these items are included in the statistics above. [170,000 gp for 14th level character] mighty composite short bow +2 (+2 Str bonus) [8,225 gp], bracers of armor +8 [64,000 gp], cloak of resistance +5 [25,000 gp], gloves of dexterity +6 [36,000 gp], ring of protection +3 [18,000 gp], pearl of power 1st lvl spells [1,000 gp], pearl of power 2nd lvl spells [4,000 gp], necklace of fireballs type V [6,150 gp], potion of bull's strength [300 gp], potion of fly [750 gp], potion of cure moderate wounds [300 gp], potion of hiding [150 gp], potion of detect thoughts [300 gp], wand of summon monster II with 50 charges [4,500 gp]

In column 3, Muukk' has a toad familiar:

Familiar, Toad: Diminutive Animal; HD 19d8; hp 46; Init +1 (Dex); Spd 5 ft.; AC 16 (+1 Dex, +4 size, +1 natural); Atks None; Face/Reach 1 ft. ' 1 ft./0 ft.; SQ Familiar abilities; AL N; Saves Fort +5 [+5 master base], Ref +15 [+14 master base, +1 Dex], Will +13 [+11 master base, +2 Wis].

Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4.

Skills: see column 3 master skills.

SQ: Familiar Abilities—Alertness, improved evasion, share spells, empathic link. See the Player's Handbook, page 51.

About the Author

Robert Wiese never knew his parents. He was raised by kindly middle-class people, and grew up on the mean streets of suburbia. There, he learned important life lessons, such as the quickest route to the mall on a bicycle, how to borrow the car, and how to hang Christmas lights on a two-story house. Later in life, he discovered D&D, and gave up on all outdoor activities. Now he lives like a hermit, coming out of his cave only to fix the Internet connection or go to work at Wizards of the Coast.


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