Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery, mind sliver
1rst level (4 slots): command, arms of hadar, charm person
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Creepy Crawlies. Whenever she takes damage, Ambroca can turn into a crawling swarm of spiders to evade an attack that would deal damage to her. (Cost: 1 legendary action)
Summon Blight (Twig Blight 10 max. | Vine Blight 5 max.) Ambroca summons 1d4 twig blight, and 1 vine blight from the ground, who will attack the closest target. (Cost: 1 legendary action)
What’s In My Bag? At the end of any creature’s turns, Ambroca can use one of 6 weird items from her bag, however this reveals her position. This is decided at random, once used the items cannot be reused for another long rest. (Cost: 2 legendary actions)
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ROLL |
Weird Item |
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1 |
A brew of a thousand eyes - The hag gains truesight for 1 minute, and can see through walls for the duration. They can also take a reaction to gain resistance to that attack. |
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2 |
A wand of web - The hag casts web at a target of their choice that they can see. (DC15 to save against this.) |
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3 |
A brew of puppetry - The hag can control one creature, either forcing it to attack, move, or harm itself. The creature must make a (DC15 saving throw) to resist. |
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4 |
A stone eye - The hag crushes the stone to cast Cause Fear at 3rd level to three creatures within range. (DC15) |
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5 |
A brew of bones - The hag’s melee attacks gain a 15ft range, allowing her to strike from a distance and around corners. |
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6 |
A wand of vermins - The hag summons a swarm of rats within 5ft of the target. The vermin acts on that target’s turn, against it in particular. |
Description
Ambroca is a green hag who lives on the border of the Thornheart woodlands, south of the Freestream Clan. Though young (in hag years) she has gained a reputation as a deceitful, but occasionally helpful, witch. She lives in a repurposed watermill by the river, where she heals and curses others for a small price. Oftentimes a limb, or a child to devour. She is particularly fond of babies, and will do whatever she can to get her hands on newborn girls, in hopes to produce a hagspawn offspring. Ambroca passes as a gentle, and caring beautiful young woman. When encountered by the party, she is on trial to enter Grandmother Seegri’s coven, alongside two Night Hags, and an Annis Hag. Her challenge? Capture Bad News and ensure they remain within the forest long enough for the Coven and Blacksap to create and seed as much chaos as possible.
Lair and Lair Actions
Thick Fog. A dense fog settles over the area, making it difficult to see further than 30 feet in any direction; ranged attacks further are at disadvantage until the end of the next turn and functions as per the Fog Cloud spell. The fog can be dispelled for 1 turn by strong winds.
There Is No Escape. The area around Ambroca’s lair is impossible to leave until the totem inside her hut is destroyed. Trying to go 240ft away from Ambroca’s lair will merely make them reappear onto the path leading into the island.
Where Is She? At initiative 20. The hag creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can’t take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.
Previous Versions
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11/18/2020 12:30:40 AM
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Coming Soon
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