Large Fey (Hag), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 166 (16d10 + 70)
Speed 30 ft., Swim 20 ft., Climb 30 ft.
STR
18 (+4)
DEX
25 (+7)
CON
18 (+4)
INT
17 (+3)
WIS
19 (+4)
CHA
21 (+5)
Saving Throws CON +8, INT +7, WIS +8, CHA +9
Skills Acrobatics +10, Arcana +9, Deception +5, Perception +4, Sleight of Hand +12
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing while in Dim Light or Darkness
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Truesight 60 ft., Passive Perception 16
Languages Abyssal, Common, Primordial, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Amphibious. Auntie Hundred-Hands can breathe air and water.

Boon of Immortality. Auntie Hundred-Hands is immune to any effect that would age her, and she can’t die from old age.

Mysterious Death. When Auntie Hundred-Hands is reduced to 0 hit points, she disappears without a trace.

Complimenting Courtesy. If a creature within 15 feet of Auntie uses at least 10 feet of movement and its action to approach Auntie, complimenting her hands, and offering her a ring, glove, or other accessory that can be worn on the hand, then the creature can make a DC 12 Charisma (Persuasion) check. On a success, Auntie will swoon over the creature and not attack the creature in the same round. Additionally, Auntie can't use its Slap or Festering Touch that round, and immediately releases one creature held by Auntie's Smothering Hug.

Actions

 

Hundred Hands. Auntie Hundred-Hands uses four of the following options at random ( roll 1d8, reroll duplicates):

  1. Slap. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) bludgeoning damage.
  2. Stab. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed in a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (3d6) poison damage at the start of their turn. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  3. Cast.  Auntie Hundred-Hands casts a spell using its innate spellcasting.
  4. Overpower. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 6) bludgeoning damage, and the target must succeed in a DC 16 Strength saving throw or be knocked prone.
  5. Lantern. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) bludgeoning damage plus 12 (3d8) fire damage.
  6. Ethereal Whisper. A creature within 30 feet that can hear Auntie Hundred-Hands must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  7. Foul Touch. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d10 + 6) necrotic damage, and the target must succeed in a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.
  8. Smothering Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (3d12 + 4) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Large or smaller creature. Until the grapple ends, the target is choking and can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round). At the start of its next turn, it drops to 0 hit points and is dying, and it can't regain hit points or be stabilized until it can breathe again.

Create Children (Recharge 5–6). Auntie Hundred-Hands creates 1d4 duplicates of her hands (use the Crawling Claw stat block). Each hand appears in an unoccupied space within 5 feet of Auntie, obeys her commands, and takes its turn immediately after hers. A hand lasts for 1 hour, until it or Auntie is defeated, or until Auntie dismisses it as a bonus action. Auntie can have no more than eight hands in existence at a time.

Innate Spellcasting. Auntie Hundred-Hands casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 17, +8 to hit with spell attacks):

At will: chill touch, detect magic, druidcraft, mage hand

3/day each: acid arrow, create food and water, darkness,  polymorph, silence

2/day: bestow curse, remove curse

Description

The stories about Auntie hundred-hands are numerous. It is unclear whether there are several of them or if indeed there is only one true Auntie, similar to the infamous Baba Yaga. The Auntie is a mass of hands which mimics a vaguely humanoid shape. Whoever tries to glance at her face will only find a pair of hands in a tight fist, mimicking a face in a crude way. The number of her hands is always shifting, and she constantly pulls objects out from under her ragged clothes, only to disappear them beneath her cloak moments later. Watching or communicating with this constantly shifting creature can be disorienting. 

Mysterious Disappearances. The reason why it is rumored that there is only one Auntie is because every time she is killed, instead of dying, she coils her hands tightly around herself and violently pulls her clothes towards the center of herself, quickly disappearing in a seemingly impossible way. A pair of them has never been seen, not to mention a coven. They may be a part of covens, but usually prefer to live alone.

Alignment. Neutral evil.

Personality Trait. “”

Ideal. “”

Bond. “"

Flaw. “.”

Monster Tags: Hag

MrNerdy

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