Swamp Walker. Maria can breathe air and water, and moves through swampland as though it were not difficult terrain.
Cunning Action. On each of her turns, Maria can use a bonus action to take the Dash, Disengage, or Hide action.
Coven Spellcasting. While all three members of the Arckenbury Coven are within 50 feet of one another, they can each cast the following spells. For casting these spells, each hag is a 4th-level spellcaster. Their spellcasting ability is Intelligence (spell save DC 12, [roll]1d20+4[/roll] to hit with spell attacks). They have the following wizard spells prepared but must share the spell slots among themselves:
1st level (5 slots): identify, mage armor*, shield
2nd level (4 slots): alter self, scorching ray, web
*Each of the Arckenbury coven has already cast mage armor prior to
meeting the adventurers, leaving only one 1st level spell slot.
Multiattack. Maria makes two attacks: one with her claws and one with her tail stinger.
Claws. Melee weapon attack: [roll]1d20+5[/roll] to hit, reach 5 ft., one target. Hit: 10 [roll]2d6+3[/roll] slashing damage.
Tail Stinger. Melee weapon attack: [roll]1d20+5[/roll] to hit, reach 5 ft., one target. Hit: 5 [roll]1d4+3[/roll] piercing damage, and the target must succeed on a DC 11 Constitution saving throw, taking 7 [roll]2d6[/roll] poison damage on a failed save, or half as much damage on a successful one.
Description
Of all of the three sisters that make up the Arckenbury Coven, Maria is the closest thing they have to a leader. Eldest by nearly a century, she appears to be a crook-spined crone, with long and flowing white hair and skin nearly as fair. It is her claw-like hands and the long, serpentine tail that snakes out from beneath her tattered robe that marks her as being something more or less than human.
Like her sisters, Maria’s mind has been twisted with an otherworldly madness, as she has become increasingly obsessed with summoning the “God in the Water” into our world. She bullies her sisters without much care for their feelings, but as the eldest and the one most favored by their dark deity, Serrah and Winnie do not dare to defy her orders.
If confronted, Maria proves capable of surprising animal aggression. Though she is more frail than her sisters, Maria’s speed and viciousness make her a particularly dangerous foe -- her hands end in long, needle-like fingers that can cut through flesh and bone like wheat, and she is surprisingly fast as she darts around on all fours like a rabid wolf.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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