Innate Spellcasting. Auntie mudleaper’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: detect evil and good, [Tooltip Not Found], greater invisibility, inflict wounds
3/day each: plane shift (self only), hunters mark, scorching ray, sleep
1/day each: control weather, storm sphere
Mud Walk. The hag can move across and climb muddy or rough surfaces without needing to make an ability check. Additionally, difficult terrain composed of mud or any plants doesn’t cost her extra movement.
Hold Breath. Auntie mudleaper can hold its breath for 15 minutes.
Multiattack. Auntie makes two melee attacks, and casts a spell.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.
Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
Description
Auntie Mudleaper is the most feared hag in the world of Ammoria, commanding immense power from her lair in the swamps of Peaviryer. She lives in a gigantic rolling ball of twigs and leaves where she is served by Beater, Biter, and Breaker; the three kobold who she looks after, and Grukk; the ogre who she uses as her hired muscle. She believes that all of civilisation is getting to intelligent and boring as technology and magical knowledge progresses. Every few hundred years she destroys huge sections of civilisation to “shake thing up”.
The Powerful. Like all hags, Auntie Mudleaper considers herself to be the most amazing and important person in the multiverse. HER magics are the most impressive, HER reputation is by far the most fearsome, and SHE is the smartest creature alive. The thing that sets her aside from other hags however, is that she has the power to back up that claim.
The Accepting. Despite her prowess in the magic arts and physical skills, Mudleaper likes to feel the thrill of bossing other creatures around. She enjoys to look down upon “lesser beings” which is her way of saying every other living thing short of a minor deity. Therefore, she surrounds herself with servants and lackeys, often gathering parties of adventurers and sending them of on wild quests to deal with some rival or another that she can’t find the time to destroy.
The Destructive. After a few centuries however, she grows bored with the world at large, and feels a need to shake things up somewhat. Her solution: put civilisation back to square one. She will tour around whichever empires and kingdoms lie nearest, destroying the population and wrecking the crops. Eventually, nothing remains but a few shattered survivors, who she leaves to try and salvage a life from the wreckage.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Ms Mudleaper takes a lair action to cause one of the following effects; the hag can’t use the same effect two rounds in a row:
- Pools of water that the hag can see within 100 feet of her surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 13 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming midges fills a 20-foot-radius sphere centered on a point the hag chooses within 60 feet of her. The cloud spreads around corners and remains until Auntie Mudleaper dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 13 Constitution saving throw, taking 8 (3d4) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d4) piercing damage.
- Magical vines spreads from a point that Mudleaper chooses within 60 feet of it, filling a 5 ft space unless Mudleaper dismisses it as a bonus action, uses this lair action again, or dies. A creature caught in the vines must make a DC 13 strength save or be grappled and take 1d6 poison damage. If a medium or small humanoid, beast, or fey is reduced to zero hit points it reanimated as a Savage Thrall in 1d4 rounds.
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