Medium Fey, Chaotic Evil
Armor Class 18 (natural armor)
Hit Points 69 (10d10 + 35)
Speed 30 ft., Swim 40 ft.
STR
16 (+3)
DEX
20 (+5)
CON
16 (+3)
INT
12 (+1)
WIS
18 (+4)
CHA
22 (+6)
Saving Throws DEX +8, WIS +7, CHA +9
Damage Vulnerabilities Lightning
Damage Resistances Fire
Damage Immunities Cold
Condition Immunities Charmed, Frightened
Senses Darkvision 60 ft., Passive Perception 20
Languages Aquan, Common, Giant
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 17 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, 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 Horrific Appearance for the next 24 hours.

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 6) slashing damage.

Auld'Regg Blast. Range Spell Attack: +9 to hit, range 60ft., one target. Hit: 10 (1d10+6) psychic damage.
Fires Two Blasts

Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 16 Wisdom saving throw against this magic or drop to 0 hit points.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect 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 no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

Bonus Actions

Spacial Distortion. The air and water distorts around Auld'Greigg and at a point she can see within 100ft, The Sea Hag can teleport to an unoccupied space in that spot as a bonus action.

Reactions

I Got Something To Show Ya. Auld Greig can use a reaction and spend a Legendary Action to cast Counterspell, distracting the spellcaster with it's haggina. 

Legendary Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare (2 Actions). The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 16 Wisdom saving throw against this magic or drop to 0 hit points.

Auld'Regg Blast. Range Spell Attack: +9 to hit, range 60ft., one target. Hit: 10 (1d10+6) psychic damage.
Fires Two Blasts

Spacial Distortion. The air and water distorts around Auld'Greigg and at a point she can see within 100ft, The Sea Hag can teleport to an unoccupied space in that spot as a bonus action.

Lair and Lair Actions

  • The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.
  • The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simalacrum spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag’s commands and is destroyed on initiative count 20 on the next round.
  • The hag's lair fills with a foreboding presence and the feeling of imminent doom invades the mind of all humanoids, as whispers and echoes of a strange power presses in from beyond. All players have disadvantage on all Wisdom Saving Throws for the next round. 
  • A Water Elemental is Summoned to protect the Sea Hag, and appears within 5 feet of the creature nearest Auld'Greigg and focuses it's attack on them.  
    • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren’t there.

Monster Tags: Hag

Habitat: CoastalUnderwater

GammaFiend

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