Amphibious. The hag can breathe air and water.
Eye revival. When Agnes takes damage that would reduce her to 0 hit points or below one of her floating eyes (determined randomly) is destroyed and she starts her next turn with 41 hit points and one level of exhaustion.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
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 14 Wisdom (Insight) check.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Eye Rays. Agnes shoots 2 of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see in 60ft of it:
- Disintegration Ray. (Central eye) the target must succeed on a DC 15 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine dust
- Slowing Ray. (Head eye) the targeted creature must succeed on a DC 15 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can either take an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Lightning Ray. (Floating eye) the target must make a DC 15 Constitution saving throw or take 20 (4d8) lightning damage and is pushed back 30ft from Agnes.
- Fire Ray. (Floating eye) the target must make a DC 15 Dexterity saving throw or take 20 (4d8) fire damage and be restrained until the end of its next turn (escape DC 15 athletics check).
- Paralysing Ray. (Floating eye) the target must succeed on a DC 15 Constitution saving throw or be paralysed for 1 minute. The target can repeat the saving throw at the end of its turns, ending the effect on itself on a success.
- Telekinesis Ray. (Floating eye) the target must succeed on a DC 15 Strength saving throw or Agnes moves it up to 30ft in any direction. The target is restrained by the ray’s telekinetic grip until the start of Agnes’ next turn or until she is incapacitated.
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.
Comments