Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile, eldritch blast, mage hand, mind sliver, ray of frost, shocking grasp, thunderclap, toll the dead, vicious mockery, mage armor, silent image
She can also cast: infestation, minor illusion, detect magic, witch bolt, detect thoughts, phantasmal force, pyrotechnics, fireball, vampiric touch, elemental bane, hold monster, telekinesis, Mental Prison, Crown of Stars
Ritual Spells: Comprehend Languages, Detect Poison and Disease, Find Familiar, Identify, Illusionary Script, Purify Food and Drink, Speak with Animals, Unseen Servant, Augury, Beast Sense, Locate Animals or Plants, Silence, Feign Death, Leomund's Tiny Hut, Meld into Stone, Phantom Steed, Water Breathing, Water Walk, Divination, Contact Other Plane, Banishment, Black Tentacles, Dominate Person
2/day each: plane shift (self only), ray of enfeeblement, sleep, Feeblemind
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Awakened Mind. She can telepathically speak to any creature she can see within 30ft. of her if it understands at least one language.
Repelling Blast. When Carlynn hits a creature with eldritch blast, she can push the creature up to 10 feet away from her in a straight line.
Thought Shield. Her thoughts can't be read by telepathy or other means unless you allow it. Carlynn also has resistance to psychic damage, and whenever a creature deals psychic damage to her, that creature takes the same amount of damage as her.
Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
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.
Actions in Combat. Two-Weapon Fighting
Spells. Magic Stone, Hex, Misty Step
Actions in Combat. Opportunity Attack.
Spells. Feather Fall, Counterspell
Arcane Deflection. When hit with an attack or fail a saving throw, can use reaction to gain +2 bonus to AC against that attack or a +4 bonus to that saving throw. When using this feature, can't cast spells other than cantrips until end of next turn.
Entropic Ward. Once per short rest, when a creature makes an attack roll against her, she can use her reaction to impose disadvantage on that roll. If it misses her, her next attack roll against the creature has advantage if she makes it before the end of her next turn.
Description
Carlynn tends to stay in the form she held before becoming a hag - a red haired half-elf with grey eyes in traveling clothes, a small silver chain with a modest engagement ring and 2 gold wedding bands and always carrying a book - She likes to join in on adventurers quests posing as a warlock multiclassing in wizard (what she used to be before becoming a hag) and torturing the adventurers through there dreams and descending them into madness before either killing them or leaving them to die in some other creatures lair.
She has an extreme dislike of folk heroes and will torture them in their dreams the most.
Carlynn will not always try to harm or kill adventurers, she's always willing to make deals with anyone that has something she wants. She will also never lie although she may avoid telling the truth.
Lair and Lair Actions
Carlynn has a cottage in the middle of the woods with a kitchen, living area, a bedroom upstairs and a basement. Except the basement, the cottage looks fairly normal, once in the basement, the walls are lined with books and 2 chests. The basement is hidden thoroughly and would require a 16 inv check in the kitchen area to find.
In the basement there is a medium chest containing leather armor, 3 daggers, light crossbow, 20 crossbow bolts, 2 potions of healing (greater) and bracers or defense against the left wall halfway into the room. There is also a mimic on the opposite side of the room that looks identical to the other chest that protects the room and will wait for players to be as close as possible before attacking them. At the far end of the room there is a small desk, on the desk is Carlynn's book of Shadows, 3 spell books, ink, ink pen, parchment (5 sheets) a medium box and a small puzzle box. The medium box contains a crystal, a flask of holy water, a pearl, ball bearings (1000), thieves tools, a holy symbol for tiamat (amulet), tiny bag of poison needles and a frog statuette (made of jade, eyes made of rubies, worth 75gp). The small puzzle box requires an intelligence roll of 18 to open and contains a deck of many things.
In the kitchen other than other standard kitchen appliances the players can find a set of alchemist's supplies, healers kit, an antitoxin, a vial of drow poison, 5 bottles of wine, and a poisoner's kit. The living area doesn't contain anything other than furniture and 2 books (one of the books is hollow and contains a key to the chest in the bedroom).
The bedroom contains a neatly made bed, a wardrobe containing fine clothes, a dresser filled with common clothes. On top of the dresser the players can find another book, a mirror and a disguise kit. Next to the dresser is another medium chest that has been locked with a lock of trickery, the chest contains Carlynn diary, a blue sapphire, blood of the lycanthrope ((werewolf) injury), black sapphire, alexandrite, a black pearl and a bag containing 5000gp.
The 3 spellbooks: book 1 is bound in red leather and contains the spells, burning hands, detect magic, disguise self, fog cloud, ray of sickness, silent image; book 2 has a rune burned into its umber cover and contains the spells, charm person, find familiar, identify, magic missile, sleep; book 3 is bound in black scaly reptile hide and contains the spells, cloud of daggers, darkvision, detect magic, feather fall, mage armor, magic missile, tasha's hideous laughter.
Carlynn's book of shadows contains the spells: eldritch blast, infestation, mage hand, magic stone, mind sliver, minor illusion, ray of frost, shocking grasp, thunderclap, toll the dead, vicious mockery, comprehend languages, detect magic, detect poison and disease, feather fall, find familiar, hex, identify, illusionary script, mage armor, magic missile, purify food and drink, silent image, sleep, speak with animals, unseen servant, witch bolt, augury, beast sense, detect thoughts, locate animals or plants, misty steps, phantasmal force, pyrotechnics, silence, suggestion, counterspell, feign death, fireball, leomund's tiny hut, meld into stone, phantom steed, vampiric touch, water breathing, water walk, divination, contact other plane, elemental bane, hold monster, telekinesis.
If the players read Carlynn's diary they will learn that once she was a very sweet half elf that fell in love with a scholar at 18 and they were engaged by 22. The cottage that she currently resides in was bought for the pair to spend the rest of their lives in. 2 weeks before the wedding her fiance died during an experiment. She then isolated herself from everyone she knew and dedicated her life to the pursuit of knowledge in honour of her dead fiance which lead to making a pact with a sentient black hole and becoming a warlock. At the age of 26 Carlynn met a group of boys called Steel, Mav, Vutha and Calerax, she decided to travel with them for a bit leading them to baldur's gate where she had a quick fling with a human bandit named Tarina before the group made their way to hell. Whilst in hell, Calerax, a folk hero in his home town, had left Carlynn for dead at haruman's hill. When brought back to life by a devil with the promise to help him with a task, she made her way to Fort Knucklebone furious with her old friends for leaving her to die she made friendships with Mad Maggie, Chukka, Clonk, Mickey and Smiler. Mad Maggie shared information to her on how to become a hag to which Carlynn went ahead and followed through on becoming a night hag after making her way back home.
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