Medium Fiend, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 162 (25d8 + 50)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
22 (+6)
WIS
18 (+4)
CHA
22 (+6)
Skills Arcana +9, Deception +10, Perception +7, Stealth +5
Damage Resistances Cold, Fire, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 17
Languages Abyssal, Common, Draconic, Infernal, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

Fiendish Magical Power. Auntie Victoria Redcougher can maintain up to 3 concentration spells at a time, and has advantage on concentration saving throws when damage is taken. When Auntie Victoria Redcougher succeeds on a concentration saving throw for one concentration spell, she succeeds on all of them. If she fails on one, she fails on all of them.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery, Magic Missiles (At 2nd level)

3/day each: Charm Monster, Fear, Moonbeam (At 6th Level)

2/day: Plane Shift (self only)

1/day each: Dimension Door, Tensor's Transformation

Spellcasting. The Auntie Victoria Redcougher is an 18th-level spell-caster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). The hag can cast invisibility at will and has the following wizard spells prepared:

Cantrips (at will): Chill Touch,  Infestation,  Mage Hand,  Prestidigitation,  Vicious Mockery,

1st level (4 slots): Hellish Rebuke, fog cloud, Bane, Protection from good and evil
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, fly, Erupting Earth
4th level (3 slots): banishment, blight, phantasmal killer
5th level (3 slots): cloudkill, Insect Plague, hold monster
6th level (3 slot): globe of invulnerability
7th level (2 slot): Mirage Arcane
8th level (1 slot): mind blank
9th level (1 slot): weird

Legendary Resistance (1/day). Auntie Victoria Redcougher fails a saving throw, she can instead choose to succeed.

Mimicry. Auntie Victoria Redcougher can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 20 Wisdom (Insight) check.

Actions

Bloody Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 5) slashing damage.

Change Shape. Auntie Victoria Redcougher magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Summon Blight. Auntie Victoria Redcougher can summon an ally plant with "Blight" in it's name with a CR of 3 or less. The DM rolls for initiative for the creature and it acts on it's own turn, doing as Auntie Victoria Redcougher wishes.

Summon Corruption (Recharge 6). Auntie Victoria Redcougher can summon an ally creature with the word "Corrupted" in it's name (Such as Corrupted Wilden Hunter) with a CR of 4 or less. The DM rolls for initiative and it acts on it's own turn, doing as Auntie Victoria Redcougher wishes.

Legendary Actions

Auntie Victoria Redcougher can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of of another creatures turn. Auntie Victoria Redcougher regains spent legendary actions on the start of her turn.

Hungry Claw. Auntie Victoria Redcougher takes a Bloody Claw attack at a creature.

Minor Nuissance. Auntie Victoria Redcougher uses a cantrip.

Major Pain (2 Actions).  Auntie Victoria Redcougher uses a spell 5th level or below.

Chaotic Mind (3 Actions). Auntie Victoria Redcougher uses her fiendish imbued abilities to scream crazy into the minds of those who surround her. Any creature within 60 feet of her must make a wisdom saving throw (Spell DC 18). On a failure, the creature takes 4d8 psychic damage and is under the effects of the Confusion spell. On a success, the creature takes half damage and is not under the Confusion spell. A creature automatically succeeds if it has an intelligence of 4 or less.

Description

Birth By Corruption. Auntie Victoria Redcougher was once a normal green hag, eating children and communing with her coven, as hags normally do. However, after the War of Broken Planes, fiends from the material realm found their way to the Feywild, both demons and devils alike. In order to protect themselves, Auntie Victoria Redcougher's Coven gave the fiends Auntie Victoria Redcougher as a prize, allowing them enough time to banish the fiends. However, they were tricked and Auntie Victoria Redcougher was still taken.  No one knows what happend to her or who ended up corrupting Auntie Victoria Redcougher for themselves, whether it was the demons or the devils. All that is known is that after they broke her, Auntie Victoria Redcougher's mind deteriorated and she became hungry for blood. She escaped after many, MANY years of torture, and returns to the Feywild, blood crazed and seeking to create her own realm.

Plague Being. After being corrupted by fiends, Auntie Victoria Redcougher's body began to change. Her body lost its green skin and instead is stained a jet black ebony that infects her entire body. Sickly blotches cover her skin and infestations of mice and insects swarm her. However, she still loves the desecration of beauty and wholesome creatures. Even through her insane demeanor, she still tries to lure people into her lair to mutilate bodies and satiate her appetite for blood. 

Demon Empowered. Due to her time tortured on the negative planes, Auntie Victoria Redcougher has had arcane powers slowly infused into her over the years. She has emerged with more power than her entire original coven, able to shape illusions around her environment and confuse her enemies, allowing her to easily take them as prey. She wishes to expand her influence and corrupt the Feywild from within.

Plant Army. With her new found powers, she has learned to corrupt the souls of beings as well. However, the corrupted beings taste awful, so she rarely does it to flesh creatures, except for a Soul Devouring Demon Wolf named Nummy. However, she uses plants as minions and sentries for her location as unassuming guards for her lair, since there is no flesh to corrupt and Blights have a similar mindset to her. She can even force native living plants such as Wilden under her power. Her corruption has given them more power but at the loss of their free will, as they grow their roots deep and allow Auntie Victoria Redcougher to set her eyes on reviving the Feydark.

Lair and Lair Actions

Auntie Victoria Redcougher's lair is in the center of a diseased swamp hidden in the Feywild. Sickly trees arise to create a perpetual shade over the area, as she lures fey creatures there with illusions and exploiting their needs, feeding on their flesh and magical energy as she corrupts their mind. 

On a initiative count of 20 (losing ties), Auntie Victoria Redcougher can have the following actions happen:

  • Any non-corrupted plant within the lair makes a Wisdom saving throw with disadvantage. On a failure, the plant falls under Auntie Victoria Redcougher's control (DM rolls for their initiative). They are blood-crazed, giving them a +1 to attack rolls and damage rolls.
  • A swarm of ravenous insects surround Auntie Victoria Redcougher. Until the next initiative count 20, the swarm gives her half cover and any creature that first enters or ends their turn within 10 feet of her makes a constitution saving throw (DC 18), taking 2d8 piercing damage on a failure and is poisoned for 1 minute or half damage and isn't poisoned on a success. The creature can re-roll their saving throw at the end of each of their turns.
  • Auntie Victoria Redcougher cackles loudly and sends a chill down peoples spines. everyone within 30 feet of Auntie Victoria Redcougher makes a wisdom saving throw (DC 18). On a failure, the creature take 2d8 psychic damage and is frightened of Auntie Victoria Redcougher until the end of their next turn. During their turn they can only use their action to dash away.
  • Auntie Victoria Redcougher changes her enviroment into whatever she wishes it to look like, usually the nightmares of others. The environment becomes difficult terrain, and 

Previous Versions

Name Date Modified Views Adds Version Actions
8/20/2018 9:58:47 PM
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Coming Soon

Monster Tags: Hagfiend

Habitat: ForestSwamp

Dugalls

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