Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 16 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.
Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: ray of frost(11th level)
1st level (4 slots): armor of agathys, frost fingers
2nd level (3 slots): hold person, snilloc's snowball swarm
3rd level (3 slots): bestow curse, hunger of hadar, spirit shroud
4th level (3 slots): ice storm, phantasmal killer
5th level (2 slots): cone of cold, scrying
6th level (1 slot): freezing sphere
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Multiattack. The annis makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) piercing damage.
Claw. Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 19 (4d6 + 5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.
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