Large Fey, Neutral Evil
Armor Class 15 (natural armor)
Hit Points 320 (14d8 + 42)
Speed 30 ft.
STR
19 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
12 (+1)
CHA
18 (+4)
Skills Deception +8, History +6, Insight +6, Perception +6
Damage Resistances Cold, Fire, Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Paralyzed, Poisoned
Senses Blindsight 30 feet, Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic, Elvish, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The hag can breathe air and water.

Spellcasting. Baba Khuga is a 5th level spellcaster. Her spellcasting ability is Charisma (spell save DC 18, +9 to hit spells). She can cast the following spells:

Cantrips: Chill Touch, Prestidigitation, Gust, Mind Sliver, Minor Illusion

1st level (4 slots): Inflict Wounds, Shield, Entangle, Chill Touch, Witch Bolt

2nd level (3 slots): Mirror Image, Spike Growth, Suggestion

3rd level (3 slots): Counterspell, Bestow Curse, Plant Growth

4th level (3 slots): Hallucinatory Terrain, Blight, Dimension Door

5th level (1 slot): Contact Other Plane, Scrying

 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 16 Wisdom (Insight) check. If the sea fury fails a saving throw, it can choose to succeed instead.

Legendary Resistance (3/ Day).   If Baba Khuga fails a saving throw, it can choose to succeed instead.

Magic Resistance. Baba Khuga has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Baba Khuga can make two claw attacks.

Claws. Melee Weapon Attack: +8 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.

Legendary Actions

Baba Khuga can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The sea fury regains spent legendary actions at the start of its turn.

As Fog. Bab Khuga transforms into a cloud of red and weird fog, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or [condition]restrained [condition]. It reverts to its true form at the end of this movement.

Cantrip. Bab Khuga casts one of her cantrips.

Claw Attack (Costs 2 actions). Bab Khuga makes a claw attack.

Spies of the Night (Costs 3 actions). Baba Khuga calls for a flock of her ravens. Every creature of Baba Khuga's choice must make a dexterity saving throw of take 3d6 piercing damage on a failure, or half as much on a sucess. 

Lair and Lair Actions

Baba Khuga likes to isolate people and scare them to death in her territory.

On initiative count 20 (losing initiative ties), Baba Khuga can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:

  • The air within 120 feet of Baba Khuga become foggy, misty and obscure, to the extent that the area becomes heavily obscured and everybody, except Baba Khuga is considered blinded.
  • Vines grow from the ground and pull any creature that comes into contact with them. The creatures must succeed on a DC 16 Strength saving throw or be knocked prone.
  • Baba Khuga calls forth the tormented spirits of children she killed, consumed and tortured. Every creature that sees the spirits beholds the evilness and ruthless of Baba Khuga and must succed in a Wisdom Saving Throw (DC 14) or be freightened for a minute.

Monster Tags: Hag

Habitat: ForestHillSwamp

Noob_Quest

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