Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
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 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: hold person,* ray of frost
3/day each: cone of cold,* ice storm,* wall of ice*
1/day each: control weather
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): cause fear, grease
2nd level (3 slots): blindness/deafness, misty step
3rd level (3 slots): counterspell, dispel magic, sleet storm
4th level (3 slots): blight, fire shield
5th level (2 slots): control winds, wall of force
6th level (1 slot): globe of invulnerability
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.
Maddening Feast. The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag’s choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the DM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, 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 Maddening Feast for the next 24 hours.
Sickening Snack. Babushka pulls a random frost-bitten body part from her bag and takes a bite from it giving her 7 (2d6) temporary hit points. Any creature with an intelligence higher than 6 and within 60 ft. must make a DC 15 Wisdom saving throw or be frightened of Babushka until the start of her next turn.
Biting Cold. When a creature attacks Babushka with a melee attack she can impose a DC 15 Constitution Saving throw. On a failed save, the creature is overcome with the sheer chill of being near Bababushka and spends their action shivering in the cold.
1. Blistering Winds. Babushka waves her hands summoning a gale force wind. All creatures of Babushka's choice must make a DC 15 Strength saving throw or their speed is reduced by 10 ft. This saving throw can be repeated at the end of the creature's turn and once the creature has saved they will not need to save again for 24 hours.
2. Frozen in Fear. Babushka points to a creature within 60 ft. and forces them to make a DC 15 Wisdom saving throw. On a failure, the creature is paralyzed with fear with thoughts of freezing to death and being consumed by Babushka until the end of their next turn at which point they are frightened until the end of their following turn. On a success, they are frightened until the end of their next turn.
3. Bleak Forecast. Babushka raises her hands to the sky and any sunlight peaking through the clouds is engulfed in darkness as for a single moment the area within a 300 ft. sphere of Babushka reaches absolute zero. All creatures must make a DC 15 Constitution saving throw or take 10d6 cold damage and are petrified in a shard of ice until the end of their next turn. On a successful save the creature takes half damage.
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