Medium Fey, Neutral Evil
Armor Class 16 (natural armor)
Hit Points 65 (11d8 + 33)
Speed 30 ft.
STR
16 (+3)
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 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery, eldritch blast

3/day: Hex, Hellish Rebuke, Witch Bolt

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.

Mirrorwalker. Lizzie can pass through her mirrors as if they were portals. Walking through two of them costs 10ft. of her movement. She can take one grappled creature with her, which then takes 2d4+2 (6) points of force damage and is knocked prone.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 3) 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.

Mirrorbreaker. Lizzie shatters on of her mirrors, causing the shards of glass to quickly spiral around her in a 5 foot radius. Any creature that enters, or begins their turn within that radius takes 2d4(4) points of slashing damage or haf on a successful DC 14 Dexterity saving thow. The effect lasts for 1 minute, but requires concentration.

Acidspit. Lizze takes a sip of a jug on her belt, and then spits the insides out, damaging foes. This spell works like Dragon's Breath, and can only be used once.

Legendary Actions

Lizze has two legendary actions she can use while in her lair:

  • Beastcatcher. Lizzie can cause 1 of the many cages in her home to open.  This will release one of the following creatures:

    • 1 Giant Rat
    • 2 Swarm of Insects
    • 2 Giant Wasps

    Each of these can only be summoned once.

  • Mirror, Mirror. From the four mirrors in the room ghostly blue hands emerge targeting up to 4 different creatures. On a failed Dexterity Saving thow(DC 12), the target takes 1d8 of necrotic damage and can't regain hitpoints until the end of their next turn. Mirros can be destroyed to reduce the number of hands cast. Each mirror has an AC of 10, and 1 Hitpoint.

Lair and Lair Actions

 

 

Monster Tags: Hag

Habitat: ForestHillSwamp

Westtantemala

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