Legendary Resistance (3/Day). If the Ancient Hag fails a saving throw, she can choose to succeed instead.
Master Transmuter. The Ancient Hag can take on the form of any living humanoid, beast, or monstrosity at will (as a bonus action). This ability behaves like the Wild Shape ability of an Arch Druid. Additionally, as an action she can perform each of the following:
Major Transformation. The Ancient Hag can transmute one nonmagical object – no larger than a 5-foot cube – into another nonmagical object of similar size and mass and of equal or lesser value. She must spend 10 minutes handling the object to transform it.
Panacea. The Ancient Hag can touch a bottle of liquid, and cause it's characteristics to change. At her discretion, drinking the potion can remove all curses, diseases, and poisons affecting a creature that drinks it. If she chooses, the creature also regains all its hit points, regenerates lost limbs, or is cured of any severe malady or injury.
Restore Life. Once per day, the Ancient Hag can cast the Raise Dead spell on a creature she touches. Alternatively, she can restore petrified flesh, instead. At her discretion, the target can also receive a Dark Gift.
Visage of Youth and Wisdom. The Ancient Hag can touch a willing creature, and that creature's apparent age is increased or reduced by as few as 10 to or as many as 100 years, depending on the species, and entirely at the Hag's discretion. This effect doesn't extend or reduce the creature's lifespan.
Innate Spellcasting. The Ancient Hag's innate spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The Ancient Hag can innately cast the following spells, requiring no material components:
At Will: hex, tasha's hideous laughter,
Cantrips (at will): mage hand, poison spray, mending, vicious mockery, chill touch, mold earth, shape water, control flames, acid splash,
1st level (4 slots): cure wounds, inflict wounds, sleep, ray of sickness
2nd level (3 slots): acid arrow, detect thoughts, invisibility, enlarge reduce
3rd level (3 slots): animate dead, counterspell, dispel magic, plant growth, summon fey
4th level (3 slots): blight, polymorph, conjure woodland beings
5th level (3 slots): contagion, insect plague
6th level (1 slot): disintegrate, flesh to stone
7th level (1 slot): finger of death, plane shift
8th level (1 slot): dominate monster, demiplane, control weather
9th level (1 slot): foresight
Feral Resistance. The Ancient Hag has advantage on saving throws against any effect that specifically targets Fey.
Feral Fury. Melee Attack: The Ancient Hag makes 3 melee attacks with her claws. Claws.(Only in her Hag form or in a form with claws). Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (3d6 + 6) slashing damage.
Paralyzing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
The Ancient Hag can take on the form of any living humanoid, beast, or monstrosity at will. This ability behaves like the Wildshape ability of an Arch Druid.
The Ancient Hag can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The Hag regains spent legendary actions at the start of its turn.
Cantrip. The Hag casts a cantrip.
Paralyzing Touch (Costs 2 Actions). The Ancient Hag uses its Paralyzing Touch.
Confusing Gaze (Costs 2 Actions). The Ancient Hag fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become confused as if under the effects of the Confusion spell.
Disrupt Life (Costs 3 Actions). Each non-fey creature within 20 feet of the Ancient Hag must make a DC 23 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
Misty Escape: If the Ancient Hag is seriously wounded and not in her lair, as a bonus action she will instantly teleport back to her lair. This ability cannot be stopped by anything short of a wish spell.
Lair and Lair Actions
An Ancient Hag's Lair
An Ancient Hag will often live among mortals, disguised as one of them. However, she will always maintain a magical bond with a bog, where she keeps house in an ancient tree. Within the tree are thousands of interconnected demiplanes, which the hag uses to fulfill the wishes, or nightmares, of those who seek her help, or seek her harm.
Ancient Hag's have spent so much of their lives striking bargains that it has begun to consume them like the compulsions of a gambler. Everything about an Ancient Hag's lair reflects the twisted bargains the past, every room serving as a memoire of the bargains struck with her; a true menagerie of evil.
An Ancient Hag encountered in her lair has a challenge rating of 25.
Lair Actions
On initiative count 20 (losing initiative ties), the Hag can take a lair action to cause one of the following magical effects; the Hag can’t use the same effect two rounds in a row:
- The Hag rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.
- The Hag targets one creature it can see within 30 feet of it. The Hag throws a potion at the target (+13 to hit, no damage). If the potion strikes the target, the target's life force becomes tied to the Hag. Whenever the Hag takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the Hag takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the Hag or the target is no longer in the Hag’s lair.
- The Hag calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the Hag can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.
Previous Versions
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Posted Dec 11, 2022Shouldn't "(spell save DC 20, +12 to hit with spell attacks)" be '(spell save DC 23, +15 to hit with spell attacks)'?