Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: sleep, chill touch, inflict wounds, blindness/deafness, and command.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Chained Movement. The hag can move freely around her lair, both horizontal and vertical, as the chains around her body shoot out to suspend it in place above the ground.
Change Shape. 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 Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 4) slashing damage.
Chain Strike. Ranged Weapon Attack: +5 to hit, range 20 ft., one target. Hit: 16 (3d8 + 4) bludgeoning damage.
As a bonus action, the hag can leave chains in a line of 20ft in a spot of it's choosing. These chains act as difficult terrain for all creatures other than the hag itself. No more than 4 of these chains can be out at a time, but the hag can move chains as part of it's bonus action.
Tangled In Chains. The Hag twists unnaturally as a physical attack is made against it. The attacker must succeed a DC 14 strength check or have their weapon trapped in the chains of the Hag. If tangled, a weapon can be freed by using an action to make another DC 14 strength check. (Note that this does not affect the attack itself, though the tangle can still occur in the event of a missed attack.)
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Description
A crooked face twisted by a life of cruelty and malice. Patchy tuffs of greasy hair that fall down into the face. Eyes that reflect in the night like a cat, but appear lifeless up close.
The most notable aspect of this Hag is the rusted chains that wrap around its form, clinking with every shaky movement of the fiend.
Lair and Lair Actions
The Chain Hag dwells inside abandoned warehouses, often made abandoned by itself. Chains hang from the ceiling, some with hooks or blades on their ends. No matter the weather or time of day, the lair is filled with dim light, with plenty of dark corners, as if the Hag's presence has sucked the light and life out of the room.
Lair Actions
On initiative count 10 (losing initiative ties), the Chain Hag takes a lair action to cause one of the following effects; the Chain Hag can’t use the same effect two rounds in a row:
- A Hook on a chain swings across the room with sudden and violent energy, in a straight line of the DM/GM's choosing. All creatures in that line must make a dexterity save of 15 or take 1d6 piercing damage and get pulled 10ft in the air. In the event of more than 1 creature failing their dex save, only the first creature in the line gets impaled. The other creatures take 1d6 bludgeoning damage and are knocked prone, as the first creature is dragged into them before being hanged above.
- The sound of rattling chains fills the room as a wind picks up inside the lair. Players must make a strength save of 15 or be pushed 10ft towards the Chain Hag. If they are already 10ft or closer, the Hag wraps them in chains. On their next turn they must make a DC10 strength check or take 1d6 bludgeoning damage, after which the chains release around their form. They are then limited to only 1 action or bonus action for their turn, the effect ending at the end of their turn.
Regional Effects
The region containing a Chain Hag’s lair is Plagued With Nightmares, which creates one or more of the following effects:
- The nearest Village, Town, City, Etc is plagued with bad dreams and restless sleep. Those living in this location suffer from exhaustion to varying degrees, with some poor souls suffering the ultimate penalty of death.
- Plant life perishes within 100ft of the Lair. The Chain Hag therefore travels beyond that area to gather herbs and ingredients, though only at night. Dead animals can also be found within the 100ft area of the Lair, as though the lifeforce was drained from them instantaneously with the rest of the plant life.
If the Chain Hag dies, these effects fade over the course of 2d8 days.
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