Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks, 11th-level caster). She can innately cast the following spells, requiring no material components:
At will: dancing lights, misty step, vicious mockery
3/day each: bestow curse, blight, counterspell, shield, eyebite
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Change Shape. As a bonus action, the hag 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.
Claw. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.
The weald hag can take 3 Legendary Actions, choosing from the options below. Only one Legendary action can be taken at a time and only at the end of another creature’s turn. The weald hag regains spent Legendary actions at the start of her turn.
Claw. The weald hag makes a Claw attack.
Power From Pain. The weald hag targets a wounded creature within 120 feet of her that she can see. The target must succeed at a DC 15 Constitution saving throw or take 9 (2d8) necrotic damage (half on a success). The weald hag regains hit points equal to half the damage dealt.
Evil Eye (Costs 2 Actions). The weald hag casts bestow curse or eyebite.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the weald hag takes a Lair action to cause one of the following effects; the weald hag can't use the same effect two rounds in a row:
- Grasping Roots: Roots and vines within a 60-foot radius of the weald hag burst from the earth to grasp at her enemies. Any creature on the ground within the area of effect must succeed at a DC 15 Strength saving throw or become grappled and restrained for one minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- Intoxicating Magic: The weald hag draws from the magic of the Feywild. She chooses one creature she can see within 120 feet. That creature must succeed on a DC 15 Wisdom saving throw or fall asleep until the end of its next turn. It wakes up if it takes any damage or if another creature uses an action to shake it awake.
- Power From Suffering: The weald hag draws on the suffering of others nearby. Wounded creatures the weald hag can see within a 60-foot radius of her must succeed at a DC 15 Constitution saving throw or take 2d8 necrotic damage (half on a success). The weald hag deals an additional 9 (2d8) necrotic damage on her next claw attack.
-
View User Profile
-
Send Message
Posted Jan 7, 2022Thanks for making these, I'm about to run Wardenwood and you've saved me the trouble.