Medium Swarm of Medium fey, Lawful Evil
Armor Class 14 (natural armor)
Hit Points 23 (6d6 + 6)
Speed 25 ft., Swim 25 ft., Fly 35 ft. Requires enchanted object.
STR
10 (+0)
DEX
12 (+1)
CON
15 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
9 (-1)
Senses Darkvision 60 ft., Passive Perception 11
Languages Aquan, Common, Deep Speech Broken and clumsy.
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Amphibious. The hag can breathe air and water.

Contraband Arcana. The hag can cast the following spells:

  • Darkness. Magical darkness spreads from a point within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled. 
  • Eldritch Blast. A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
  • Hex. A curse is placed on a creature within eyesight. Until the spell ends, an extra 1d6 necrotic damage is dealt to the target whenever hit with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. A remove curse cast on the target ends this spell early.
  • Hunger of Hadar. A gateway opens to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point within range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a DC 11 Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it.
  • Infestation. A cloud of hagfish appear momentarily on one creature within range. The target must succeed on a DC 14 Constitution saving throw, or it takes 1d6 acid damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet. Roll a d4 for the direction: 1., north; 2, south; 3, east; or 4, west. This movement doesn’t provoke opportunity attacks, and if the direction rolled is blocked, the target doesn't move.
  • Invisibility. A creature you becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
  • Phantasmal Killer. The hag channels visions of L'orrnetha to the mind of a visible creature within range. The target must make a DC 11 Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the end of each of the target’s turns before the spell ends, the target must succeed on a DC 11 Wisdom saving throw or take 2d10 psychic damage. On a successful save, the spell ends.
Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) slashing damage.

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) piercing damage.

Sickle. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 3 (1d6) slashing damage.

Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage plus 3 (1d4 + 1) necrotic damage.

 

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.

 

Legendary Actions

Can use one Legendary action per rest

Channel L'orrnetha - Tentacle. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 1d6 acid damage.

Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.

Shriek. The hag lets out an other-worldly bellow. Any humanoid can see or hear the hag must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's shriek for the next 24 hours. The hag can only use this action once per rest

Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Lair and Lair Actions

Residents of Kreidemouth fishing village. The hag has advantage on all actions in this area.

Monster Tags: Hag

Habitat: CoastalUnderwater

yaddlepuss

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