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: dancing lights, minor illusion, vicious mockery
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 14 Wisdom (Insight) check.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 13, and the spell attack bonus is +5.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Cross Stitch. Ranged Spell Attack: +2 to hit, reach 90 ft., one target. Hit:(1d4) piercing damage, and the target must succeed on a Strength saving throw or be restrained for one minute. A Large or larger creature has advantage on this saving throw. While restrained by this effect, the target continues taking 1d4 piercing damage at the start of each of its turns. A creature restrained by this effect or one that can touch the creature restrained can use its action to make a Strength check against Abigail's spell save DC (12). On a success, the target is freed.
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.
Tangled Web (Recharge 6). The hag can choose (1d8) random spots within 90 feet of her on the ground. The spots she chooses are affected as if by the Snare spell.
Patchwork. As a reaction, if a Flesh Puppet is hit with an attack within 20 feet of Abigail, she can give the Flesh Puppet an additional +2 to its AC. This bonus lasts until the end of Abigail's next turn.
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