Armor Class 20 (natural armor)
Hit Points 200 (21d8 + 105)
Speed 30 ft., Swim 20 ft.
STR
22 (+6)
DEX
14 (+2)
CON
20 (+5)
INT
15 (+2)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +10, WIS +8
Skills Arcana +11, Deception +13, Perception +7, Stealth +6
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 60 ft., Passive Perception 16
Languages Common, Draconic, Sylvan
Challenge 15 (13,000 XP)
Proficiency Bonus +5
Traits

 Elder Coven of Andàrn'zen. As long all three coven members are alive and within 60 ft of each other, each is affected by a special version of warding bond, but the damage is dealt to all three, reduced further by their individual abilities.

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

Regeneration. The hag regains 10 hit points at the start of its turn if it is in contact with the ground. If the hag takes fire damage, this trait doesn’t function at the start of the hag’s next turn. The hag dies only if it starts its turn with 0 hit points and doesn’t regenerate.

Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.

Amphibious. The hag can breathe air and water.

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 16 Wisdom (Insight) check.


 Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery, [spell[Arcanist's Magic Aura[/spell], Encode Thoughts, Green-Flame Blade, druidcraft

4/day each: Blur, Silent Image, Calm Emotions, earthbind

2/day each: Erupting Earth, call lightning, freedom of movement

1/day each: wrath of nature, tree stride

Elder Coven Shared Spellcasting. While all three members are within 60 feet of one another, they can each cast the following spells but must share the spell slots among themselves:

1st level (6 slots): identify, chromatic orbhellish rebuke

2nd level (6 slots): hold personlocate object, wither and bloom

3rd level (4 slots): speak with dead, counterspell, lightning bolt

4th level (4 slots): phantasmal killer, polymorph, dimension door

5th level (4 slots): contact other plane, scrying, mislead

6th level (3 slot): harm, mental prison, Disintegrate

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 16, and the spell attack bonus is +11.

Actions

Multiattack. The hag makes three melee attacks.

Claws. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage, and 14 (4d6) acid damage

Read Thoughts. The hag magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the hag can continue reading its thoughts, as long as the hag's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the hag has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Bonus Actions

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 22 Intelligence (Investigation) check to discern that the hag is disguised.

Reactions

Invisible Passage. In response any hostile action, 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.

Legendary Actions

The night hag can 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. The night hag regains spent legendary actions at the start of its turn.

Move. (Costs 1 action)  The hag moves up to its speed without provoking attacks of opportunity.

Quick Cast. (Costs 1 action) The hag can cast one of their Innate spells.

Weird Magic. (Costs 2 actions) The hag can use one of the weird magic items.

 

Description

Introduction

"Oh Mother Agaia, hear my plea, for in this hour I am in great need. If you grant my favor, but forsake your ire, I entreat you to take from me what it is you desire." -the last prayer of a desperate soul. 

 

Her gnarled, twig ridden hair is grey and long. Her skin green and wrinkled. She stares at you with inquisitive, black eyes. Tattered rags are her clothing, but she is adorned with a variety of objects and pouches 

Agaia Greenteeth is an ancient green hag, known to have wandered the lands of Somnia. Her lifespan has perhaps extended back as far as the Epoch of Light, though no one knows for sure. The last few centuries she has lived in the Forlorn Marsh of Prim'terra. Communites around her have often been plagued by tragedy, forcing many to be desperate enough to rely on her deals to cope. This rarely benefits them in the end, but yet they continue to come. In some regions she is known by other names such as Mother Agaia or Rotten Agaia.


 

Weirdwield Magic

ònach'clea raoi, translates to weirdwield magic, and is often shortened to simply Weird magic. It is a twisted form of connection to the Innari, both chaotic and complex. Hags are seemingly the only ones able to create things or spells using it, though sometimes others can learn some rudimentary method of using a creation after its made.

Each hag will have a collection of Weird magic items at their disposal, here is a list of Agaia Greentooth's primary collection. If encountered outside her or her coven's lair she will only have up to two of her items on her. While inside a lair she would have access to all of them.

-Feylight Lampstaff. This gnarled wooden staff is curved at the top and is affixed with what appears to be a hooded lantern dangling from the tip. Upon speaking a command word, the light within the lantern separates into three smaller orbs and one immediately exits becoming a Will-o'-Wisp. The Wisp settles into a space within 20ft of the user under it's control, and will act on the initiative following the users. On following rounds the creature using the staff can use a bonus action to summon an additional wisp, however, after three have been summoned the light in the lantern goes out until the next dusk at which point all have been replenished and any previous surviving summoned wisps disappear.

-Cloak of Hares. This cloak appears to be made entirely of whole dead rabbits sewn together facing the same direction. Upon speaking the command word and pulling the strap securing the cloak to you, it falls apart into a pile of now separated rabbit corpses which suddenly animate into an undead swarm under your control. The Swarm of Undead Rabbits uses the stats for the Swarm of Cranium Rats but replaces the Illumination feature with the following:  Undead Nature. The swarm is made of tiny undead that don't require air, food, drink, or sleep. It also gains Immune to poison. The swarm acts on your initiative as long as you use a bonus action to command it. Without commands it will attack the nearest creature hostile to you. As a bonus action you can speak the command word again to order the swarm to reform into a cloak occupying the space the swarm was in. The Swarm does not heal on its own in any way and once destroyed cannot be reverted into cloak form.

-Poofshroom. Within a small sack lies a number of fist sized red capped mushrooms that have purple veins running down the stalk. Taking one out and crushing it gives the benefit of the Misty Step spell. With the added effect of poisoning  anyone within 5ft of the start or end location of the effect who fails a DC 14 Co7stitution save. The effect persists for 1 minute or a successful DC 17 heal check is made.

-Pouch of Creeping Locks. This small leather pouch is fastened by a thick green vine like strap over the shoulder. The ends of four locks of humanoid hair intertwined with plant matter can be seen sticking out of the pouch and come in a variety of colors. Pulling out one of these locks and gesturing with it like a whip causes it to grow longer and thicker highlighting the densely woven hair and vine and the bright red thorns growing from either section. It lashes out at a target you can see within 15ft and deals 2d6 piercing damage. If the target is within 5ft of you, you can choose to knock it 10ft away. If the target is up to 10 or 15ft away from you, you can choose to pull it adjacent to you. In all cases the final space must have been previously unoccupied and the target makes a Strength DC 17 save in order to resist being moved. After use the lock of hair is destroyed.

-Bloodmoss Stone. This small stone is covered in a blood-red moss. Using an action to touch it to a natural or manufactured weapon transfers some of the moss to the weapon. The transferred moss instantly spreads, coating the weapon causing the next time the weapon hits a target to transfer the moss to it. As this happens, the bloodmoss grows rapidly and attempts to root itself to the ground as well as sprouting dangerous red thorns. The target must make a Strength DC 17 save to resist being Restrained for 1 minute.  While restrained by this effect, the target takes 2d6 piercing damage at the start of each of its turns. A creature restrained by the moss or one that can touch the creature can use its action to make a Strength check against DC 17. On a success, the target is freed. The stone can be used a total of three times before it runs out of bloodmoss and becomes a mundane stone.

-Jars of Teeth. Two of these clear jars dangle from hooks on a belt. Pulling one off and throwing it into the air causes it to explode into hundreds of humanoid teeth. The teeth then rain down at a target within 30ft and each creature within 5 feet of it. They each must make a Dexterity saving throw with a DC 17. A creature takes 6d10 piercing damage on a failed save, or half as much damage on a successful one.

-Weird Eye. Pulling out this swollen eyeball and directing it’s gaze at a target unleashes a bolt of purple lightning at the target that is within 30ft. Make a ranged spell attack against that creature. On a hit, the target takes 3d12 lightning damage, and on each of your turns for the duration, you can use your action to deal 3d12 lightning damage to the target automatically. The spell ends if you use your action to do anything else. The spell also ends if the target is ever outside the spell’s range or if it has total cover from you. Once the spell ends, the now charred eye is destroyed.


 Common allies in service.

Over the years she has been known to force other fey creatures into her service, like Quickling and Darkling, by convincing them she will break their particular curses. She has also developed a fondness for keeping Catoblepas as pets. On occasion she creates and sends out a Banderhobb or a Shambling Mound as harbingers of her will.

 

 

 

 

Monster Tags: Hag

Habitat: ForestHillSwamp

EnterpriseK

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