Medium Fey, Neutral Evil
Armor Class 15 Natural Armor, Light Cloth
Hit Points 82 (8d10 + 32)
Speed 20 ft.
STR
11 (+0)
DEX
9 (-1)
CON
13 (+1)
INT
17 (+3)
WIS
20 (+5)
CHA
7 (-2)
Saving Throws INT +6, WIS +8
Skills Animal Handling +10, Arcana +8, Deception +4, Nature +6
Damage Immunities Necrotic, Poison
Condition Immunities Petrified, Poisoned
Senses Darkvision, Passive Perception 24
Languages Common Can sound disjointed because of the Hagraven's ugly voice. Due to the raspy voice, can be hard to understand.
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Hideously Unsettling - Disadvantage on all Charisma rolls

Spellcasting. The Hagraven is a 4 -level spellcaster. Its spellcasting ability is Wisdom. (spell save DC 6+8 to hit with spell attacks). The hagraven has the following spells prepared:
Cantrips (at will): Minor Illusion, Poison Spray, Message,  Thaumaturgy

1st level (5 slots): Hideous Laughter, Entangle, Feather Fall

2nd level (4 slots):  Alter Self, Magic Mouth

3rd level (2 slots):  Fear

4th level (1 slots):  Blight

 

Actions

Multiattack- the Hagraven swipes at you with her claws in a sluggish but intense manner. +7 to hit, reach 5ft., 1-3 targets (3 swipes). Hit 8 (per slash) or (2d6+2) slashing

Talon Swipe -  +8 to hit, reach 3 ft., 1 target. Hit: 13 (3d6 + 4) slashing 

Screech- +5 to hit, reach 25 ft., targets all in vicinity, Hit: 7 (2d6+1) thunder

 

Legendary Actions

They draw strange powers when within the presence of their cauldrons and alchemical ingredients, where they spend a large portion of their time invested in unpleasant experiments.

Crow Storm (Costs 2 Actions).  The hagraven conjures a mass of swirling birds to ravage the enemy and pick them clean as if they were a rotting corpse.

Description

Hagravens are a horrific example of why witchcraft can be bad. A cross between a bird and an elderly crane, the hagraven is a result of a witch preforming a ritual in order to receive immense arcane power, at the expense of their humanity. They are wrinkled with a hunched back, and long, rigged talons protruding from their uneasy hands. Covered in patches of black feathers from head to toe, the hagravens calves morph into that of the bird they so closely resemble, making them move at a crawling, but eerie and menacing pace. They do not have to be clothed, but usually are, still somewhat grasping to small pieces of human morality. They talk in an old, rough, gurgling voice, using their crooked teeth and long sharp nose that sends shivers down the average persons spine, and are spoken of in stories to scare children, and adults alike. Some hagravens crave love, something they might have once had, but no longer do due to their hideous transformation. It is because of this that they usually demonstrate signs of seduction amongst certain unlucky travelers. The hagraven usually either stays by its lonesome, or in groups of 3. (In stereo typical witch fashion.) It is best to steer clear of these abominations.

Lair and Lair Actions

An unsettling "home" within various groves, marshes, or dwelling with other witches in scary forest shacks and lairs. Skulls and effigies strung about their place of rest.

Lair Actions

On initiative count 20 (losing initiative ties), the Hagraven takes a lair action to cause one of the following effects; the Hagraven can’t use the same effect two rounds in a row:

  • A constant string of whispers within an opponents head, giving them disadvantage on perception rolls, and an additional -5 if hearing is required. A wisdom saving throw can be performed once each turn in order to stop the madness. 
  • A foul aroma, encased in a thick cloud of toxicity, giving up to 2 victims a -1 on attack rolls, and an additional victim takes a -3.

Regional Effects

The region containing a legendary Hagraven’s lair is unsettling, which creates one or more of the following effects:

  • -1 on perception rolls, due to the difficulty of distinguishing reality and illusion.
  • A need to cover ones mouth, due to overwhelming stench, and corpulent surroundings.

If the Hagraven dies, these effects fade upon leaving its dwelling.

Previous Versions

Name Date Modified Views Adds Version Actions
8/7/2018 3:57:45 AM
16
8
1
Coming Soon

Monster Tags: NPCHaghumanoidfey

Habitat: ForestSwampUnderdark

Jimbles_Laner

Comments

  • To post a comment, please or register a new account.
Posts Quoted:
Reply
Clear All Quotes