Dusk hags are a type of hag with power over the dreams of others and to receive prophetic visions in their own dreams. [1] [3] [2]
Description

They resemble gnarled human crones [1] [3] [2] of approximately similar size and build. They have unkempt gray hair and shriveled gray and orange skin the color and texture of aged worn parchment, while their eyes glow the color of hot coals. [1] [2] Despite their frail-seeming appearance, they are surprisingly strong and capable of incredible swiftness. [1]
Personality
Although respected for their wisdom and foresight, which they sometimes share with others, dusk hags are fickle beings led by their whims and the pursuit of strange aims for reasons unknown to others. [3] In fact, they take cruel pleasure in creating trouble for those who make deals with them, and try to twist arrangements to benefit themselves above all. [2]
Abilities
As with night hags, dusk hags have a link with the realm of dreams though they are weaker in body. [1] [2]
Dusk hags can induce debilitating nightmares in creatures they touch and disturb their rest when they next try to sleep, if their will is not strong enough to resist. [1] [2] This may also daze, knock back, and mentally harm the victim. [3]
They themselves suffer dreams in they receive brief insights into events, in both the past, present, and future. This cannot be controlled or directed, nor explained. [1] [2]
With an array of magical powers, they can disguise themselves as different humanoid creatures and individuals, [1] [3] conjure clouds of fog , send messages via dreams , augur the future , compel others to speak the truth , and speak all languages , each thrice a day. They can also detect magic at will. [1]
Dusk hags are themselves immune to magic that would charm them , put them to sleep , or instill fear in them , and have a resistance to other spells. They are hard to injure except with magical cold iron weaponry. [1]
They are highly perceptive and skilled at spotting deceit. [1]
Tactics

Dusk hags disdain battle, but are capable of defending themselves when pushed into it. They commonly afflict an enemy spellcaster with nightmares, and they conjure fog clouds that they can use to escape from a fight while their sisters in a hag covey or their henchmen take care of the rest. [1] Like other hags, dusk hags have razor-sharp claws. [1] [3] Some may favor archery and use their insight to guide their aim. [3]
Society
Dusk hags are the offspring of night hags ; it's not known why some night hags spawn them but the dusk hags are described as accursed. [1]
They may operate alone or in coveys of three hags of any kind. They may be served by harpies and ogres . [1]
They typically speak the Common , Giant , and Infernal languages. [1]
Homelands
They usually dwelling in marshy areas in temperate climes. [1]
Rumors & Legends

Recurring legends tell of dusk hags offering secret knowledge and foretelling the future for valiant princes and knights, for power-hungry mages, and desperate rulers, and having them go on quests in trade for it. Although in these stories the dusk hag typically holds up her end of the bargain, her vision is all too easily misinterpreted and the hero finds the knowledge gained from a dusk hag brings more grief than happiness. [1] [2] Thus, only the brave or the foolhardy would fully heed the wisdom of a dusk hag. [3]
Notable Dusk Hags
- Sora Teraza , one of the Daughters of Sora Kell and a ruler of Droaam [4]
- Beltrudelgald Twiceborn , a void disciple [5] [6] [7]
Appendix
Appearances
Adventures
Organized Play & Licensed Adventures
References
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 1.13 1.14 1.15 1.16 1.17 1.18 1.19 1.20 1.21 1.22 1.23 1.24 1.25 1.26 Keith Baker , Bill Slavicsek , & James Wyatt (2004). Eberron Campaign Setting . ( Wizards of the Coast ), p. 284. ISBN 0-7869-3274-0 .
- ↑ 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 2.15 2.16 Keith Baker , Jeremy Crawford , & James Wyatt (2019). Eberron: Rising from the Last War . ( Wizards of the Coast ), p. 292. ISBN 0786966890 .
- ↑ 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Stephen Radney-MacFarland (June 2008). “ Keep on the Shadowfell (Eberron Conversion) ” (PDF). Dungeon #155 ( Wizards of the Coast ) (155)., p. 26.
- ↑ Keith Baker , Bill Slavicsek , & James Wyatt (2004). Eberron Campaign Setting . ( Wizards of the Coast ), pp. 164, 166. ISBN 0-7869-3274-0 .
- ↑ Stephen Radney-MacFarland (2005). Mark of Heroes : Reflections of the Multiverse . ( Wizards of the Coast ), p. 20.
- ↑ Tim Sech & Stephen Radney-MacFarland (2006). Mark of Heroes : The Graywall Incident . ( Wizards of the Coast ), p. 9.
- ↑ Stephen Radney-MacFarland (2005). Mark of Heroes : No Ticket . ( Wizards of the Coast ), pp. 3, 24.