Medium Fey (Hag), Lawful Evil
Armor Class 17 (natural armor)
Hit Points 83 (10d8 + 30)
Speed 35 ft.
STR
14 (+2)
DEX
13 (+1)
CON
16 (+3)
INT
14 (+2)
WIS
19 (+4)
CHA
12 (+1)
Saving Throws INT +5, WIS +7
Skills Arcana +5, Deception +4, Insight +7, Perception +7, Stealth +4
Damage Vulnerabilities Slashing
Damage Resistances Bludgeoning, Piercing
Senses Darkvision 60 ft., Passive Perception 17
Languages Common, Draconic, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Mask of the Wild. The hag may attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Fey Ancestry. The hag has advantage on saving throws against being charmed, and magic can't put them to sleep.

Trance. Untamed Mane Hags do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. Their meditation involves their hair splitting out in every direction and absorbing the energy of up to 4 living creatures within 50 ft. Creatures who are conscious notice the hair attempting to gently wrap around their limbs but those who are unconscious do not notice and suffer 1 point of exhaustion If the hair remains in contact with them for 4 hours.  After resting in this way, the hag gains the same benefit a human would from 8 hours of sleep.

Metamagic Adept. Untamed mane Hags have learned how to exert their will on their spells to alter how they function. The hag has 2 sorcery points to spend on Metamagic. The hag regains all spent sorcery points when they finish a long rest.

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level.

Spell Sniper. The Untamed Mane Hag has learned techniques to enhance their attacks with certain kinds of spells, gaining the following benefits:

  • When the hag casts a spell that requires an attack roll, the spell's range is doubled.
  • The hag's ranged spell attacks ignore half cover and three-quarters cover.
  • The hag may cast Eldritch Blast using Charisma as it's spellcasting ability for this cantrip.

 

Actions

Spellcasting. The Chariot Master is an 8th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The Untamed Mane Hag has following Sorcerer spells prepared:

Cantrips (at will): Chill Touch, Druidcraft, Eldritch Blast, Primal Savagery, Thorn Whip
1st level (4 slots): Animal Friendship, Cure Wounds, Faerie Fire, Ice Knife 

2nd level (3 slots): Blindness/Deafness, Gentle Repose, Moon Beam, Pass Without Trace, Spike Growth

3rd level (3slots): Animate Dead, Dispel Magic, Gaseous Form, Plant Growth Revivify

4th level (2 slots): Blight, Confusion, Divination, Polymorph

Wicked Weaves. As an action, the Untamed Mane Hag can chant the words from a forgotten song to empower and awaken the magic within her long locks. After completing the chant, the hag has the following effects

  • The hag gain 24 temporary hit points.
  • When the hag deals her Halo of Hair damage, roll the damage die a second time and add it to the total.

These benefits last for 10 minutes or until the hag loses all these temporary hit points. The hag may use this feature twice and regains expended uses when she finishes a short or long rest.

Reactions

Halo of Hair. When a creature the hag can see moves into a space within 10 feet of them or starts its turn there, they can use their reaction to deal 1d6 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. 

Hair Puppet. If a beast or a humanoid that is Small or Medium dies within 10 feet of the hag, she can use her reaction to animate it, causing it to stand up immediately with 1 hit point. The creature uses the Zombie stat block in the Monster Manual. It remains animate for 1 hour, after which time it collapses and dies.

In combat, the zombie's turn comes immediately after the hags. It obeys her mental commands, and the only action it can take is the Attack action, making one melee attack.

The Untamed mane hag can use this feature up to 4 times per long rest and she regains all expended uses after finishing a long rest.

Description

These hags may appear to resemble other hags from a distance but the key difference is how their hair is kept. An Untamed Mane Hag has layers of thick, strong beautiful hair covering their body like clothes or a second skin, though this is usually kept hidden under the hag's clothing. When channeling their Wicked Weaves, the hag's hair  magically grows and shoots out in every direction as a defensive measure. The hag can then manipulate her hair with her will to ensure her survival.

These powerful hag's though are also known to make dealings with adventurers. An Untamed Mane Hag  can provide an adventurer a variety of magical items or services for the price of a lock of the adventurer's hair or an act of Hag's choosing. The Untamed Mane Hag uses the hair she obtains to become more powerful by keeping her hair youthful so that she may hold onto her magical capabilities.

Monster Tags: Hag

Habitat: ForestHillSwamp

chewy_the_unaware

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