Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR
18 (+4)
DEX
16 (+3)
CON
16 (+3)
INT
13 (+1)
WIS
20 (+5)
CHA
16 (+3)
Skills Arcana +6, Deception +8, Perception +10, Stealth +8
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 13 (10,000 XP)
Proficiency Bonus +5
Traits

Amphibious. The hag can breathe air and water.

Innate Spellcasting. Zinnia is a 15th-level spellcaster. The hag's innate spellcasting ability is Charisma (spell save DC 16). She can innately cast the following spells, requiring no material components:

At will: Dancing Lights, Minor Illusion, Vicious Mockery, Dominate Person, Hellish Rebuke, Tasha's Mind Whip

Mimicry. Zinnia 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.

Legendary Resistance. (3/Day) If Zinnia fails a saving throw, it can choose to succeed instead.

Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) 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.

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.

Legendary Actions

The 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.

Misty Step.The hag is briefly surrounded by silvery mist and can teleport up to 30 feet to an unoccupied space that she can see.

Primal Savagery.The hag makes a melee spell attack against a target dealing 4d6 acid damage.

Spider's Snare (Costs 2 Actions). The hag conjures an arachnid-like visage and fires thick webs in all directions. Each creature in a 20ft radius must make a Dexterity Saving Throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check to break free. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away.

Lair and Lair Actions

Zinnia's cauldron acts as an extension of herself and aids her in combat. On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can’t use the same effect two rounds in a row. She cannot use a lair action if the cauldron is destroyed.

The cauldron is a large object with 45hp. It has resistance to non-magical bludgeoning, piercing, and slashing damage and immunity to psychic, poison, and fire damage.

  • Choking Gas - each creature hostile to Zinnia within 20ft of the cauldron must make a Constitution saving throw (DC 13) or become poisoned until the end of their next turn. Creatures immune to poison damage or the poisoned condition automatically succeed. Creatures who do not need to breathe or who are resistant to poison damage make the saving throw with advantage
  • Fog - Thick fog fills the room causing the Blinded condition on every creature. The fog may be dispersed by strong winds.
  • Flare - The cauldron flares with blinding light. Each creature within 20ft of the cauldron who can see it must make a constitution saving throw (DC 13) or become blinded until the end of their next turn
  • Phantasmal Dreams - each creature within 10ft of the cauldron must make a wisdom saving throw (DC 13) or become incapacitated until the end of their next turn as they see the image of their greatest fantasy

Monster Tags: Hag

Habitat: ForestUrban

FuriThanatos

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