Innate Spellcasting. Blednica's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: infestation, prestidigitation, ray of sickness
1/day each: bestow curse, blight, contagion, dream
3/day each: entangle, inflict wounds
Legendary Resistance (3/Day). If Blednica fails a saving throw, she can choose to succeed instead.
Mask of the Wild. Blednica can attempt to hide even when she is in an area only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Multiattack. Blednica can make three claw attacks on her turn, she can substitute one claw attack to use her cleansing touch.
Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
Cleansing Touch. The hag targets one creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 16 Wisdom saving throw against this magic or become poisoned. If the target fails by 5 or more, or is already poisoned and fails the saving throw, their hit point maximum is reduced by 19 (3d12).
Illusory Appearance. The hag appears as a young Medium sized beautiful humanoid dressed in a beautiful pure white gown, and anything she is wearing or carrying is free of any blemishes, filth, or dirt. 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 claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Blednica 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 another creature’s turn. Blednica regains spent legendary actions at the start of her turn.
Charm Person (Costs 2 actions). Blednica targets one creature within 30ft. of her that she can see. The target must succeed on a DC 16 Wisdom saving throw or be charmed for 1 minute. The target can redo the saving throw at the start of its turn. Blednica can only have one creature charmed at a time.
Plague of Lethargy (Costs 3 actions). Blednica unleashes a 20ft radius of pestilence centered on herself. Each creature must succeed on a DC 16 Constitution saving throw or take 2d12 necrotic damage and take 1 level of exhaustion. A creature that successfully saves takes half of the necrotic damage and does not gain a level of exhaustion.
At-Will Spell. Blednica casts one of her at-will spells.
Claws. Blednica makes one attack with her claws.
Description
Blednica is a rare type of hag native to the realm of Nylfaene- a Cheuma Hag or "White Hag". Forced to live in the sewage skein, she plots on how to leave the city of Kraav. her lair is free of filth, stench, and pestilence which serves as an ominous warning to those who dwell upon the threshold on her lair.
Lair and Lair Actions
On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can’t use the same effect two rounds in a row:
- Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren’t there.
- The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
- The hag casts dispel magic at 6th level, up to 3 times. She can only target an effect currently present within her lair such as a wall of fire, a magic circle, or an object soiled by the prestidigitation cantrip.
- The hag chooses one humanoid within the lair and instantly removes all filth, grime, and undesirable stench. The creature must succeed on a DC 10 Constitution saving throw or take 3d6 acid damage or half on a success as a burning white mist covers their body.
Regional Effects:
The region within 1 mile of a grandmother hag’s lair is warped by the creature’s fell magic, which creates one or more of the following effects:
- Water is instantly purified, dirt cannot adhere to stone, and the walls are unnaturally clean and reflective.
- The air smells strongly of flowers and flora, causing difficulty breathing and distinguishing smells from one another.
- Blednica can sense whenever a creature carrying filth, disease, or is poisoned enters her lair and can cast the scrying. If the target is considered to be filthy (such as recently trudging through a sewer, wearing bloody armor, or not having bathed in several days) the creature automatically fails the saving throw.
Previous Versions
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3/29/2021 2:16:57 PM
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Coming Soon
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