Medium Fiend, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 218 (15d12 + 120)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Blindsight 60ft, Passive Perception 16
Languages Abyssal, Common, Infernal, Primordial, Sylvan
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missileplane shift (Only self and not in combat)

1/day each: bestow curse, gate

2/day each: ray of enfeeblement, sleep, hex

3/day: counterspellinflict woundslesser restoration

Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Legendary Actions

Agatha take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Agatha regains spent legendary actions at the start of her turn.

Teleport. Agatha magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can "see."

Beguiling Presence (Costs 2 actions). Agatha attempts to charm one creature within 30ft of her. It makes a Wisdom saving throw (DC 15). If it fails, it is charmed for 1 hour or until the creature takes damage. A creature that has either passed the Wisdom saving throw or ended the effect early cannot be charmed again in this way for 24 hours.

Summon Shadow Spirit (Costs 3 actions). Agatha summons an Agatha's Shadow Spirit with the stats of the spirit summoned by a 4th level summon shadowspawn. Agatha can command the spirits telepathically and without using an action. She can maintain up to 2 Shadow Spirits at once.

 

Previous Versions

Name Date Modified Views Adds Version Actions
6/10/2023 5:40:48 PM
18
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Monster Tags: Hag

TheGrandpaDango

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