Medium Aberration, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 120 (16d8 + 48)
Speed 30 ft., climb 30 ft., swim 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
19 (+4)
WIS
13 (+1)
CHA
19 (+4)
Skills Arcana +10, Deception +10, Insight +4, Investigation +7, Perception +4, Stealth +7
Damage Resistances Force
Damage Immunities Psychic
Condition Immunities Blinded, Charmed, Frightened
Senses Blindsight 60 ft., Passive Perception 14
Languages Aquan, Common, Deep Speech, Telepathy 120 ft., Undercommon
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

Hatred of Magic. When a creature within 120 feet of the hag casts a spell, uses a magical class feature, or uses a magic item, the hag is aware of it and knows the direction toward it, though this doesn't grant her any knowledge of what the magic does. If the creature is an enemy that the hag can see, the magic enrages her until the end of her next turn, and she can use her reaction to use her unearthly gaze (if it is available) targeting the creature. While enraged, her speed is increased by 10 feet and she also has advantage on attack rolls against the creature.

Innate Spellcasting (Psionics). The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no components:

At will: detect magicdetect thoughtsdissonant whispers
2/day each: dispel magicmodify memory

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

Regeneration. The hag regains 15 hit points at the start of her turn if she has at least 1 hit point.

Repellant Appearance. Any humanoid that starts its turn within 60 feet of the hag and can see the hag's true form must make a DC 16 Intelligence saving throw. On a failed save, the creature's gaze slips off the hag, and the creature can't see the hag until the start of its next turn. On a successful save, the creature is immune to the hag's Repellant Appearance for the next 24 hours.

Whenever the hag's true form is revealed, each humanoid within 60 feet of her must make the saving throw.

Spider Climb. The hag can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. The hag makes three attacks: two tentacle attacks and one claw attack.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 4 (1d8) psychic damage.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 4 (1d8) psychic damage and the target is grappled (escape DC 15).

Unearthly Gaze (Recharge 6). The hag turns her otherwordly gaze upon one creature she can see that can see her within 30 feet. The target must succeed on a DC 16 Wisdom saving throw or else take 21 (6d6) psychic damage plus 21 (6d6) force damage and become confused for 1 minute. On a success, the target takes half as much damage and suffers no other effects. While confused, the target acts as if it were affected by the confusion spell and repeats the save at the end of each of its turns, ending the effect on a success.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly humanoid of size Medium or Small. The effect 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 no tentacles, but someone touching her shoulder might feel the tentacles. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 18 Intelligence (Investigation) check to discern that the hag is disguised.

Description

On the rare occasions when a hag becomes lost in the Far Realm, the strange energies of that realm transform her into an aberrant hag known as an eldritch hag. Her skin turns pale and slimy, her claws become webbed, she gains gills, and she grows three to five tentacles out of her back. She loses her eyes, but it doesn't stop her from seeing, and her victims may still feel her eerie gaze upon them, and even meet her sightless gaze somehow. With just a look, she can inspire madness and warp a creature's body with strange Far Realm energies.

Eldritch hags always return to the Material Plane or the Feywild in time, and when they do they search for a place near water to make their lair, usually at the edges of coastal cities and villages. Eldritch hags feel a natural compulsion to open the Far Realm to the planes and let the denizens of that other world flood into this one.

Thief of Memories. An eldritch hag can consume the memories from inside a person's own mind. When she does, she can replace the devoured memories with new fake memories. The new memories may be completely different from the originals, or they could be eerily similar with a few small but important alterations. The hag relishes the taste of real memories, and she enjoys the sadistic harm she can cause with the fake memories. An eldritch hag will often amuse herself by slowly altering a victim's entire identity or causing everyone they know to entirely forget who they are.

Hatred of Magic. Eldritch hags despise all non-psionic magic, and this hatred influences their choice of victims. Anyone with any magical power, talent, or learning is in danger when an eldritch hag is near. She loves to make spellcasters hurt, and she finds no child more delectable than one with magical power.

While their hatred of magic causes eldritch hags to loath most other kinds of hags, eldritch hags consider riddle hags to be their greatest nemeses above all.

Illithid Intrigue. Eldritch hags and illithids often find reason to work together, but the two factions rarely trust each other. The illithids use these Far Realm hags as a mercenary to be employed against their more magical enemies, and the hags use the illithids to gain access to new victims and new sources of power.

When these arrangements fall apart, the eldritch hag can seriously threaten even the more powerful colonies of illithids. The hag's ability to reshape memories can be a problem even for mind flayers. Hags that work with a colony of mind flayers always have at least a few tricks in their back pocket for when the illithids decide she is no longer worth the threat she poses. Most commonly, she may try to elevate a challenger within the ranks of the colony, splitting the illithids in a civil war and coup backed by the hag herself.

Covens. An eldritch hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 10 (5,900 XP).

Hags

Hags are fey known for their malevolence more than anything else, even beyond their penchants for alchemy, magic, and eldritch powers. They adore deception and destruction, and they sustain themselves by devouring humanoids. Hags make twisted bargains that sabotage their victims, and steal children away to consume or even transform into new hags.

 

Monster Tags: Hagaberration

Habitat: CoastalSwampUrban

BenevolentEvil

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