Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 100 (13d8 + 33)
Speed 30 ft., Climb 30 ft.
STR
12 (+1)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Damage Resistances Acid, Necrotic
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

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, chill touch

1x per day: faerie fire, sleep, charm person, dissonant whispers.

Faerie Fire - clinging leeches and worms, glowing.

Sleep - spores from thrown mushrooms.

Charm Person - spray from a juvenile Alchemunk.

Dissonant Whispers - jar of tiny spiders.

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 15 Wisdom (Insight) check.

Actions

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

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.

Bonus Actions

Envenom Claws. As a Bonus Action, Aiofe can drizzle poison from a phial upon her claws. Upon being hit, a target takes an additional 1d8 Poison damage, and must make a DC 15 Constitution saving throw or be Poisoned for 1 minute.

Hex. As a Bonus Action, Aiofe can cast the spell, hex as per its usual rules.

Reactions

Toadally Awful. As a Reaction to taking damage, Aiofe produces a Toad from within her clothes that absorbs 1d8 damage. Then it explodes.

Legendary Actions

Aiofe has 3 Legendary Actions per turn, and can spend them to perform her choice of actions. All Legendary Actions reset at the top of each round.

Toss Potion (1 Legendary Action). Aiofe grabs a potion from her pouch or somewhere within the store and tosses at a creature within 30ft. The creature must make a DC 15 Dexterity saving throw. Roll 1d8:

1 - Healing Potion (no save). The target receives 1d4+2 hitpoints.
2 - Web Slow (Dex save). The target is Slowed until the end of their next turn.
3 - Polymorph (Wis save). The target is turned into a Toad until the end of their next turn.
4 - Poisonous Leeches (Con save). The target takes 2d6+4 Poison damage and is Poisoned until the end of their next turn. 
5 - Levitate (Wis save). The target rises 20ft into the air until the end of their next turn.
6 - Slipperiness (Dex save). The ground within 15ft of the target becomes slippery with oil, and is considered difficult terrain until the end of their next turn.
7 - Strobeshroom (Wis save). The target is assaulted by flashing shrooms until the end of their next turn, and is considered Blinded.
8 - Alchemical Fire (Dex save). The target takes 2d8+4 Fire damage and is on Fire for 1 min, unless they (or someone else) use an Action to douse the flames.

Spider-Climb (2 Legendary Actions). After a player’s turn, Aiofe can spend 2 Legendary Actions to move around to her maximum speed, up and down walls or across the ceiling, without provoking Opportunity Attacks.

Lair and Lair Actions

Fury of the Witch. At Initiative-count 20, Aiofe causes a disruption around her apothecary and sends multiple objects (3) flying at up to three different targets of her choice.

Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: 7 (1d8 + 4) bludgeoning damage.

Monster Tags: Hag

Habitat: ForestHillSwamp

Songbard

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