Large Fey (Devil), Chaotic Evil
Armor Class 19 (fiendish bone)
Hit Points 98 (13d6 + 54)
Speed 30 ft.
STR
15 (+2)
DEX
21 (+5)
CON
19 (+4)
INT
20 (+5)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws DEX +8
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Draconic, Sylvan Infernal, Undercommon, Common,
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Leeching Gaze. If a creature starts its turn within 10 ft. of the blood hag, it has to make a Constitution saving throw (DC 10) If it fails, the blood hag begins to drain its blood magically. It takes away 10 hit points of blood each turn. If the target dies from this damage, it rises as a Nightterror under the DM's control

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: Faerie Fire, Produce Flame, [Tooltip Not Found]

Devilish Origin. The Blood Hag can summon upon her devilish origin. Once per day, she can cast either fireball or darkness

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Terror Gaze. The hag can frighten people with her withering gaze. The creature is forced to lock eyes, and the blood hag makes them make a Con. saving throw (DC 13.) If they fail, they lose 3d6+5 hit points, and are frightened. If they succeed, they take half damage and aren't frightened.

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.

Monster Tags: Hag

Habitat: DesertUnderdark

CaramipSuperDruid

Comments

Posts Quoted:
Reply
Clear All Quotes