Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 98 (11d8 + 33)
Speed 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (+5 Spell) (spell save DC 14). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery, ray of sickness, bestow curse

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: +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 teleports 30ft to a location she can see without triggering an attack of opportunity.

Reanimate. The Hag reanimates a Zombie which has half of its normal hit points.

Enduce Madness (Costs 2 Actions). Target creature must make a DC 14 wisdom save or be confronted with their biggest fear. Causing them to become paralyzed with terror and not take any actions on their next turn.

Lair and Lair Actions

The Hag's lair is filled with a dense mist eminating from a couldron in the middle of her main chamber. At the beginning of each round, every non-undead creature must make a DC 10 CON save or gain a Madness effect for 1 round.

If the couldron is knocked over (DC 17 STR), the next round all CON saves are with disadvantage. After that the lair effect ends.

Monster Tags: Hag

Habitat: ForestHillSwamp

Stuphid

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