Amphibious. The hag can breathe air and water.
Fey Movement. The hag is immune to the difficult terrain and movement-impairing effects (such as entangle while she is in a swamp.
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 shape. The illusion ends if the hag takes a bonus action to end it or if she dies. A PC may take an action to visually inspect the illusion and succeed on a DC 20 Investigation check to discern the disguise.
Aura of Defiance. Undead within 60 feet of the hag have advantage on saving throws against effects that turn undead.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
At-will: charm person, magic missile, minor illusion, toll the dead
2/day each: bestow curse As this spell requires touch, it will usually be applied by her familiar (typically a bat).
1/day each: blight, misty step, unearth, animate dead, feign death, find familiar, Nystul's Magic Aura, polymorph
When polymorphing, a hag will usually choose a rat (for disabling), an owl (for scouting), or a flying snake (for combat).
Bolstered Will (Coven Only). While all three members of a coven are within 30 feet of one another, they have advantage on Wisdom and Charisma saves.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 5 (1d8) necrotic damage.
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.
Retribution: As a reaction to taking damage, the hag may make a Drain Life attack against the source of the damage. This is done as a Spell Attack: +6 to hit, reach 30 ft., one creature. Hit: 13 (3d6 + 3) necrotic damage, and the hag gains hit points equal to the damage dealt.
Description
Bone hags are necromantic spellcasters, deceitful and tricky.
They prefer to live in a forested area not too far from villages or hamlets, where their presence will gradually turn the vicinity into a dismal swamp.
They use illusion, transmutation, and subterfuge to convince the populace that they are benevolent (or at least harmless). Ideally, they will remove and replace an already established person (such as a witch or hermit). They often keep their victim alive for years (sometimes polymorphed), as a source of both knowledge and food (blood and bone marrow).
Although bone hags prefer feeding on live humanoid victims, they are cautious. They typically use disease or poison to kill, and then feed on the unearthed corpse. They will always have a backup food source, such as a pond of turtles (they eat the shell and all).
If attacked, the hag will rely on summoned undead, magic items, potions, and traps. If the battle turns against her, she will turn invisible and flee. She will almost certainly have prepared well for this possibility.
Lair and Lair Actions
Over time, the hag's lair will become a murky, dismal swamp.
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:
Summon Undead. Up to four skeletons or zombies appear in unoccupied spaces within 30 feet of the hag and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The hag can have up to four undead summoned by this ability at a time.
Noxious Fumes. Foul gas bubbles-up from the swamp within 30' of the hag. The gas lasts for 2 rounds unless dissipated. Creatures who enter or start their turn in the area must succeed on a DC 13 Constitution saving throw or take 9 (2d8) poison damage.
Grasping Hands. Ghostly hands shoot up from the ground in a 15-foot radius around the hag, trying to restrain anything within their grasp (as per the 1st level Entangle).
At-Will Spell. The hag casts one of her at-will spells.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
1/24/2021 4:42:06 PM
|
10
|
1
|
--
|
Coming Soon
|
-
View User Profile
-
Send Message
Posted Jan 1, 2022Love it. Definitely gonna use one of these in my upcoming campaign