Control Weather (1/Day). The hag can cast the control weather spell, requiring no material components and using Charisma as the spellcasting ability.
Graystaff Magic. The hag carries a graystaff, a magic staff. The hag can use its flying speed only while astride the staff. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check, and difficult terrain composed of ice or snow doesn’t cost the hag extra moment.
Multiattack. The hag makes two Slam or Frost Shard attacks.
Slam. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) bludgeoning damage plus 18 (4d8) cold damage.
Frost Shard. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 30 (6d8 + 3) cold damage, and the target’s speed is reduced by 10 feet until the start of the hag’s next turn.
Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the feeding must succeed on a DC 15 Wisdom saving throw or be frightened of the hag for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Feast for the next 24 hours.
Spellcasting. While holding or riding the graystaff, the hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
At will: hold person
1/day each: cone of cold, ice storm, wall of ice
3 Legendary Resistances/Day.
Legendary Actions to be taken at the end of another creature's turn (3 charges that replenish at the start of her next turn).
1. Frigid Sigh - The hag spews an ice breath, covering a 20 ft radius on the surface, forcing all creatures in the area to make a Constitution saving throw DC 15 or take 3d6 damage and their speed is reduced to 0. Those that succeed on the save take half damage and are not restrained by the ice. For those that failed, succeed on a strength save DC 14 at the start of their turn to break out of it.
2. Can move up to its movement without provoking opportunity attacks-cost 2
3. Can make 1 slam attack-cost 1
Description
Bheur hags live in wintry lands, favoring snowy mountains. These hags become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.
A bheur hag’s skin has the bluish hue of a person who has frozen to death. The hag’s hair is white, and the hag is emaciated, with pale eyes surrounded by bruise-colored flesh. A bheur hag carries a twisted gray wooden staff that can be ridden like a flying broom and that augments the hag’s magic.
Bheur hags are attracted to selfish actions inspired by deadly cold, such as murdering a traveler for a winter coat or chopping down a dryad’s grove for firewood. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding excess food for the winter while others starve. Bheurs use their ability to manipulate weather to batter villages with freezing cold, hoping to instill a despair that turns folk against each other.
In combat, a bheur hag also strives to inspire horror. When near a recently slain foe, the hag may forgo an attack to feed on the corpse. The sight of this butchery is enough to terrify most witnesses.
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The Brightqueen has created her lair within the arctic crash site of the Fallen City of Aeor. It's there that she tore a whole in the Material Plane, creating a waypoint that allows her to walk between this plane and the Fey Realm. She was defeated by the previous Sage of Divergence in a fight over a thousand years ago, and has slowly recovered to take over Wildemount in the guise of The Brightqueen. She knows that by being able to clone the current Sage of Divergence, Perseus, and take that clone as an ally and kill Perseus, she will be able to obtain absolute rule over multiple realms for all time.
Lair and Lair Actions
Her lair is situated in a large carved out crater in the Crash Site of Aeor. A large ice bridge stretches high overhead like a wide blue band that stretches from one end of the crater to the other. Icy Stalagmites are glistening and glowing with faint traces of residuum all throughout the crater. If any creature wishes to interact with a stalagmite, they must succeed on a DC 12 Arcana check. If thrown and broken on another creature, the untamed source of magic within the ice will break and have an unknown magical effect (grow a second nose, shrink in size, gain darkvision for 1 hour, take 2d6 cold damage, etc.).
Lair Actions (Triggered on initiative count 20. Only can trigger one at a time).
Ice Fog-A magical fog made of ice is spread across a 20-ft radius sphere. Any creature making a ranged attack while within the sphere makes their attacks with disadvantage.
Shard Burst-A piece of the ice bridge above explodes, breaking off from the bridge and raining down shards of ice. Anyone within 15 ft of where the shards fall must succeed on a DC 14 Dexterity Saving Throw or take 2d6 cold damage (half damage on a success).
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