Sources
CR
Type
Size
Alignment
Movement

Bheur Hag

Medium Fey, Chaotic Evil

Armor Class 17 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
STR
13
+1
DEX
16
+3
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
16
+3
Saving Throws WIS +4
Skills Nature +4, Perception +4, Stealth +6, Survival +4
Damage Immunities cold
Senses darkvision 60 ft., passive Perception 14
Languages Auran, Common, Giant
Challenge 7 (2,900 XP)

Traits

Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.

Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.

Spellcasting

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person*, ray of frost

1/day each: control weather

3/day each: cone of cold*, ice storm*, wall of ice*

Actions

Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.

Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours.

Lore

Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.