Amphibious. The hag can breathe air and water.
Horrific Appearance. Any humanoid that starts its turn within 30 feet of Coralaros and can see the Colalaros' true form 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, with disadvantage if Coralaros is within line of sight, 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 Coralaros' Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the Coralaros' 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 Coralaros.
Magic Weapon. Coralaros weapon attacks are magical.
Pearl Mask. As long as Coralaros is wearing the Mask of Elemental Water Control, she has advantage on saves to maintain concentration. She can also maintain concentration on 2 spells at the same time.
Spellcasting. Coralaros is a 7th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 15, +5 to hit with spell attacks.) She has the following cleric spells prepared.
Cantrips (at will): Guidance, Light, Sacred Flame
1st level (4 slots): Command, Create or Destroy Water, Cure Wounds
2nd level (3 slots): Spiritual Weapon, Hold Person, Levitate
3rd level (3 slots): Levitate, Mass Healing Word,
4th level (1 slot): Control Water
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. Coralaros targets one frightened creature she can see within 30 feet of her. If the target can see the Coralaros, it must succeed on a DC 13 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. Coralaros 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 Coralaros 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, Coralaros 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 check to discern that Coralaros is disguised.
Coralaros can take 2 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. Coralaros regains spent legendary actions at the start of its turn.
Claw. Coralaros makes a claw attack.
Cantrip. Coralaros casts one her cantrips.
Lair and Lair Actions
- Coralaros fills up to four 10-foot cubes of water with ink. The areas heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.
- Coralaros chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. The simulacrum obey's Colalaros' commands and is destroyed on initiative count 20 on the next round.
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