Medium Fey (Hag), Neutral Evil
Armor Class 10 (13 with mage armor)
Hit Points 30 (4d10)
Speed 30 ft.
STR
19 (+4)
DEX
10 (+0)
CON
14 (+2)
INT
14 (+2)
WIS
4 (-3)
CHA
9 (-1)
Saving Throws STR +6, CON +4
Skills Arcana +4, Athletics +8
Senses Darkvision 60 ft., Passive Perception 7
Languages Abyssal, Common
Challenge 1 (200 XP)
Proficiency Bonus +2
Traits

Amphibious. Winnie can breathe air and water.
Charge. If Winnie moves at least 15 feet straight toward a target and then hits it with a horns attack on the same turn, the target takes an extra 7 [roll]2d6[/roll] piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet and knocked prone.
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.

Actions

Horns. Melee weapon attack: [roll]1d20+5[/roll] to hit, reach 5 ft., one target. Hit: 11 [roll]2d6+4[/roll] piercing damage.

 
Reactions

Sisterly Love. If another Arckenbury Hag within 40 feet is knocked unconscious by a melee attack, Winnie may move up to 40 feet in a straight line, unaffected by difficult terrain, and make a horns attack against the attacker.

Description

Of all of the three sisters that make up the Arckenbury Coven, Winnie is the most monstrous and mad. Dark magic has twisted her form, and she appears as a tall and rotund naked humanoid woman with the head of a bull.
    Like her sisters, Winnie’s mind has been twisted with an otherworldly madness, as she has become increasingly obsessed with summoning the “God in the Water” into the world. Often, Winnie is taken by terrible visions of eldritch horrors that only she can see. Only Serrah’s gentle, ghostly songs or Maria’s pointed threats can snap her out of such anxious waking dreams. Because of this, Winnie is selflessly protective of her sisters, and will charge blindly without regard to her own well-being to protect them if they are threatened.
    Winnie will make use of the magic available to her for so long as the coven’s triumvirate holds. Once spellcasting is no longer an option, Winnie will rely on her bullish nature and horns.

Baraglin

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