Volo’s Guide to Monsters includes an extended treatment of hags, and it heavily emphasizes lore: their scheming and manipulation, their names, their personalities, their use of odd mounts and vehicles and keeping of strange “pets,” their fondness for weird objects. But it also presents two much more powerful varieties, along with new information with the potential to alter hag tactics: lair actions and alternative coven spells.
Arch-hags, called “grandmothers,” gain access to powerful lair actions, and their lairs have regional effects. As with dragons and other powerful enemies, the regional effects are mostly for flavor, and those that do actual damage do so whether the resident hags are present or not. But the lair actions include a few curveballs.
All grandmother hags have access to two of these lair actions. One allows them to pass through solid walls, doors, ceilings and floors. The other allows them to open or close doors and/or windows at will, and a closed door or window may be magically locked against any attempt to force it open. If a battle is taking place in a hag’s lair, this can allow the hag to trap weaker enemies inside the lair—or in a single room within the lair. Or enemies chasing the hag through its lair may be cut off from one another by the sudden slamming of a door (giving the hag—and, by extension, the dungeon master—incentive to create lairs that are mazes of small rooms connected by doors). Or, if a battle is going poorly for the hag, it can make its escape by fleeing through a wall, possibly leaving its would-be pursuers locked inside. (more…)