Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Rebirth. If the hag is destroyed, she returns within her lair in 1 round as a dragonflesh abomination with a green hag’s innate spellcasting and an adult black dragon’s lair actions.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion 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 smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Retreat. Immediately after taking damage, the hag, along with any equipment she is wearing or carrying, can magically teleport back to her lair.
Description
Auntie Caiman is a green hag who stumbled across the dead body of an ancient black dragon, she now uses its hollowed out corpse as her lair granting her the same land warping magic as a black dragon.
Lair and Lair Actions
Auntie Caiman‘s lair is the hollowed out corpse of an ancient black dragon granting her the same land warping magic as an adult black dragon (and then some).
Lair Actions
On initiative count 20 (losing initiative ties), the hag takes a lair action to cause one of the following effects; the hag can’t use the same effect two rounds in a row:
- Pools of water that the hag can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the hag chooses within 120 feet of it. The cloud spreads around corners and remains until the hag dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.
- Magical darkness spreads from a point the hag chooses within 60 feet of it, filling a 15-foot-radius sphere until the hag dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If any of the effect’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.
Regional Effects
The region containing Auntie Caiman‘s lair is warped by dragon magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the hag that drink such water regurgitate it within minutes.
- Fog lightly obscures the land within 6 miles of the lair.
- Crocodiles and vultures within 1 mile of the hag’s lair serve as the hag’s eyes and ears.
If the hag dies, the crocodiles and vultures lose their supernatural link to it, vegetation remains as it has grown, but other effects fade over 1d10 days.
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