Large Fey, Lawful Evil
Armor Class 18 (natural armor)
Hit Points 189 (18d10 + 90)
Speed 30 ft.
STR
24 (+7)
DEX
17 (+3)
CON
20 (+5)
INT
21 (+5)
WIS
24 (+7)
CHA
24 (+7)
Saving Throws DEX +9, CON +11, INT +11, CHA +13
Skills Intimidation +13, Perception +13, Persuasion +13
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Poisoned
Senses Truesight 120 ft., Passive Perception 23
Languages all, telepathy 120 ft.
Challenge 19 (22,000 XP)
Proficiency Bonus +6
Traits

Dreadful. The hag can use a bonus action to appear dreadful until the start of their next turn. Each creature, other than a friendly fey, that starts its turn within 10 feet of the hag must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature’s next turn.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image, modify memory

3/day each: counterspell, dispel magic, fly, suggestion, wall of fire, heal, chain lightning

1/day each: dominate monster, symbol (stunning only), [Tooltip Not Found], crown of stars

Legendary Resistance (3/Day). If the hag fails a saving throw, they can choose to succeed instead.

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Magic Attacks. The hag's attacks are magical.

Regeneration. The hag regains 20 hit points at the start of their turn. If they take cold or radiant damage, this trait doesn’t function at the start of their next turn. The hag dies only if he starts his turn with 0 hit points and doesn’t regenerate.

Actions

Multiattack. The hag makes two attacks.

Horrible Claws. Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 9 (2d8) necrotic damage.

Terrible Minion. The hag gives up to two of their minions a command and 2d6 + 7 temporary hit points.

Teleport. The hag magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.

Legendary Actions

The hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The hag's regains spent legendary actions at the start of their turn.

Attack. The hag attacks once with their horrible claws.

Spell (Costs 2 Actions). The hag casts a spell with a casting time of one action.

Teleport. The hag uses their Teleport action.

Previous Versions

Name Date Modified Views Adds Version Actions
12/4/2020 8:12:34 PM
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12/4/2020 8:15:32 PM
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Monster Tags: Hagfey

ACarolina

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