Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each: disguise self (including the form of a Medium humanoid), fog cloud
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): false life, inflict wounds
2nd level (3 slots): gentle repose, ray of enfeeblement
3rd level (3 slots): animate dead, vampiric touch, speak with dead
4th level (3 slots): blight, death ward
5th level (2 slots): contagion, modify memory
6th level (1 slot): circle of death
Multiattack. The hag makes two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Madding Eyes. Any humanoid that starts its turn within 30 feet of the hag and can see the hag must make a DC 16 Wisdom saving throw. On a failed save, the creature can't take reactions and roll a d4 to determine what it does on its turn.
- 1 the target dose nothing
- 2 the target take its turn to do an unarmed strike on itself
- 3 the target uses all of its movement to move in a random direction
- 4 the target takes its turn as normal but has disadvantage in till the end of its turn.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect 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 no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Traumatic Insight (1 Action). The hag targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the hag’s Wisdom (Insight) check. If the hag wins, it magically learns one traumatic fact or secret about the target.
Misty Step (3 Actions). Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Split into Illusions (3 Actions, reset on Traumatic Insight). Hag creates 4 same-looking illusions and can freely swap with any one of them at any given time without anyone noticing. When it's not hag's turn, hag can use a reaction to swap with them. During hag's turn, it doesn't have to use any resources, but can only be swapped once. Illusions are created with same current hit points, with ability hold person and ray of frost.
Description
When hag reaches low hit points, it will try to persuade players to stop their attack or by offering a Ability Score Improvement point to each of them.
Lair and Lair Actions
Shape Memory (1/day). You can affect the target's memory of an event that it experienced within the last 24 hours and that lasted no more than 10 minutes. You can permanently eliminate all memory of the event, allow the target to recall the event with perfect clarity and exacting detail, change its memory of the details of the event, or create a memory of some other event. Target must be incapacitated. You cast a curse on the target and on hag's next turn, unless hag is killed, curse is finished. Can only be cured by remove curse, greater restoration or spells like wish. Killing hag after memory has been shaped has no effect anymore.
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