Limited magic immunity. The hag cant be affected or detected by curses, or hexes unless she wishes to be, and automatically passes charisma saving throws, she also has advantage on saving throws against all other spells and other magical effects.
Innate Spellcasting. The hag's spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells:
At will: thaumaturgy, prestidigitation, minor illusion, mage hand (invisible), identify, detect magic
3/day each: alter self (including the form of a medium humanoid), fog cloud, magic missile
1/day each: catapult, flock of familiars (ravens), augury, divination, scrying, arcane eye, detect thoughts.
Multiattack. The hag makes three attacks: one with her claws one attempt to strangle, and then one with her bite. Alternatively, the hag uses her strangle and then casts a spell or uses a weird magic item.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., #one target. Hit: 12 (2d6+5) piercing damage.
Claws. Melee Weapon Attack: +8 to hit, range 10 ft., one target. Hit: 14 (2d8+5) slashing damage.
Strangle. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 12 (2d6+5 bludgeoning damage, and the target is grappled (escape DC 16) if it is a large or smaller creature. While grappled in this way the target takes 2 (1d4) necrotic damage every time they cast a spell with a verbal component or speak, and have disadvantage on Constitution saving throws to maintain concentration caused by the damage from strange.
her strangle attack automatically hits a target she is strangling but the hag can only strangle one creature at a time, and can not make the strangle attack against another target if she is strangling one
If a hag is strangling a target, she can choose to toss the creature in a straight line up to 20 feet in a direction she chooses, stopping early if it impacts against a solid surface, the target, and the first creature in the targets path must make a Dexterity saving throw. On a failed save, a creature takes 7 (2d6) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn’t knocked prone. The thrown target is always knocked prone even if they succeed on their saving throw.
Weird Magic. The Annis hag uses a weird magic item from its lair that is within 10 feet of it.
Weird magic item:
the hag has a collection of weird magic items that do powerful effects for one time uses. She is reluctant to use them because they take a long time to remake but she will use one at the start of combat and will use more if she is hurt or frustrated.
- Clove of ears that heard too much: these ears look as though on a clove of garlic hanging from a kitchen rack. When the hag whispers something into the ears it is heard in the mind of others. Each creature in a 15-foot cube that is not deafened must make a dc 15 Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from the hag. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit, and won't leave the confines of the hag's lair.
- The simplistic essence of a dossed salamander: As an action, The hag takes a skinless frog and a lizard from a cage and bites both of their heads off, pointing the neck of the squirming animals at two targets and squeezing, the blood swirls around the target, she chooses 2 creatures within 60 feet who must make dc 14 wisdom saving throws or be polymorphed (as in the spell polymorph) into a newt until the end of the hags next turn.
- The pool of child's blood and parents bowls: When a medium-sized creature is inside the pool child's blood when the hag uses an action to activate it they most make 4 DC 10 dexterity saving throws. Each failed save results in a limb being entangled by a rope made of entrails, entangling all legs before any arms, each rope has AC 5, and 5 hp, and immunity to acid, damage, and vulnerable to slashing damage. As long as at least one rope is tied to a limb the target is grappled beneath the liquid. As long as at least one arm is grappled the target is restrained.
There is a latch over the pool of child blood that the hag can close with her lair action. The dark red color of the water heavily obscures the area from those on the outside, and lightly obscures the environment for those submerged in it.
If a creature is submerged in the pool for any reason, they are cursed, and whenever they sleep they will be visited in their dreams by Auntie Agnis (even if she is dead) must succeed on a DC 15 charisma saving or they will not get any benefits of a long rest. In addition when they wake they take 3d6 psychic damage. This curse can be with a casting of remove curse or similar magic.
Chock blood from the brain At any time, Auntie Agnis can force the target she is strangling to make a DC 12 Constitution saving throw to maintain their concentration.
Lair and Lair Actions
The Annis hag lives in almost any environment, favoring to be near a civilization they can torment. They make their lairs either as houses, or out of caves tree trunks or the skulls of long-dead ancient dragons. Lair Actions
On initiative count 20 (losing initiative ties), the hag takes a lair action to cause one of the following effects; the hag can’t use the same effect two rounds in a row:
- Until initiative count 20 on the next turn, the hag has a fly speed equal to her walking speed and she can move through her house's walls floors, and ceiling as if the surfaces weren't there
- Any windows, doors, or the lid over her pool of blood close and lock. It takes thieves tools or strength check (DC 20) to open a door or window despite its latch. The lid over the pool of blood can be latched from the outside with a free item interaction, reducing the strength check to open it by 10.
- Thick caustic cloud of smoke fills a 20 ft radius and last until initiative count 20 on the next turn heavily obscuring the area and dealing 1d6 acid damage to creatures that start their turn their other than the hag.
- A creature or item that is within the hags lair flies to her hands. If she targets a creature, they must succeed on a DC 13 Strength saving throw or be grappled (as in strangle) if she targets an item that is being held, the creature that is holding the item must succeed on a DC 13 Strength saving throw or have the item disarmed from them and summoned to the hag's hand. Items that are carried but not held are unaffected.
Regional effects:
The terrain within 5 miles of the hag's lair is cursed by the hags evil nature, creating any of the following effects - When a creature interacts with the environment they must pass a DC 15 Wisdom saving throw or nothing will happen. They perceive that they make the saving throw and know if they pass or fail, but don't know the effect.
- Creatures and objects more than 30 feet away look hideous, terrifying, and distinctly evil.
- A light fog clings to the floor. The fog is dry instead of humid, and warmer than the surrounding air.
- The sounds of a child can be heard in the distance, laughing, singing, crying, or screaming. The sound draws distant as you move near, and lures you into nearby danger.
- The door to the hags lair can appear appears on a different stone surface within the area each dawn.
Previous Versions
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