Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check.
Innate Spellcasting. The Bheur Hag is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The Bheur Hag has following Sorcerer spells prepared:
Cantrips (at will): Frostbite, Ray of Frost
1st level (4 slots): Ice Knife, Armor of Agathys, Fog Cloud
2nd level (3 slots): Hold Person, Misty Step
3rd level (2 slots): Slow
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., 1 target. Hit: 6 (1d8 + 1) Bludgeoning damage plus 4 (1d6) cold damage.
Description
Enter a general description for your monster here.
Lair and Lair Actions
Bheur Hags live in cold northern caves.
Lair Actions
On initiative count 10, the Bheur Hag takes a lair action to cause one of the following effects; the Bheur Hag can’t use the same effect two rounds in a row:
- Target Creature within 60 feet must succeed on a DC 13 Strength saving throw or be restrained for the next round.
- Choose a point within 60 feet, in a 10 foot radius around the point becomes difficult terrain.
- Target up to three creatures within 60 feet must succeed a DC 10 Dexterity saving throw or take 1D10 Piercing Damage
- Choose a 5 foot walkway. Ice forms in the walkway blocking the path
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
Previous Versions
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6/15/2019 6:00:40 PM
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6/16/2019 3:06:58 AM
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