Amphibious. The hag can breathe air and water.
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: druidcraft, minor illusion, mind sliver
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2); 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 14 Intelligence (Investigation) check to discern that the hag is disguised.
Fog Veil (1/day). The hag magically produces a 5 foot diameter cylinder of fog that heavily obscures it. This fog moves with her and can be dissipated as a bonus action, until her concentration ends (as if concentrating on a spell), or if a moderate or strong wind (10 miles per hour or more) disperses it.
Swamp Lights (1/day). When the hag is attacked it can use its reaction to have the attacker make a DC 12 Wisdom saving throw or on its next turn be compelled to run its full movement in a random direction and spend the rest of its turn examining an illusory light.
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