Medium Fey (Hag), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
20 (+5)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
18 (+4)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

4/ day: hold person, ray of sickness, witch bolt

3/ day: counterspell, phantasmal killer, bestow curse

2/ day: mass suggestion, word of recall, contagion

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.

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 7) 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 20 Intelligence (Investigation) check to discern that the hag is disguised.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

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.

Description

The Hag known as Auntie Agnes Greenteeth has kept herself in solitude for a long time. Her slow seeping evil turning her island home into a vicious noxious swamp reflecting her own unique identity. That was of course until a wandering band of adventurers stirred her from her apathy. Feeling insulted and betrayed, Aggie revels in her own new adventure. 

The destruction of these upstarts will not be quick or straight forward. They will suffer. They will scream. They will be Aggie's.

Aggie is not going to simply stand and fight a group of heroes. She will infiltrate their social circle, cause havoc in their home, rob them of sleep. Wearing them away slowly driving them mad. 

When found out, she taunt her opponents, tease them, belittle them and disappear, ready to return another day.

Monster Tags: Hag

Habitat: ForestHillSwamp

Ninorc

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