Medium Fiend (Hag), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 204 (24d8 + 96)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
19 (+4)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws CON +8, WIS +9, CHA +7
Skills Deception +7, Insight +9, Perception +9, Persuasion +7, Stealth +7, Survival +9
Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire, Poison
Condition Immunities Charmed, Frightened, Poisoned
Senses Darkvision 120 ft., Passive Perception 19
Languages Abyssal, Common, Infernal, Sylvan
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile, charm person, sending

3/day each: plant growth

2/day each: sleep, contagion, plane shift (self only)

1/day each: wall of thorns, soul cage

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

Shared Legendary Resistance (3/Day). If the hag fails a saving throw, she can choose to succeed instead while being within 30 feet of her sisters. The coven shares this ability among themselves. When this ability is used, the hag's heartstone shatters into pieces as it imbues the hag with guidance from previously stolen souls.

Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:

1st level (4 slots): silvery barbs, shield, feather fall

2nd level (3 slots): hold person, locate object, misty step

3rd level (3 slots): bestow curse, counterspell, fireball

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): cone of cold, scrying

6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Wisdom as her spellcasting ability. The spell save DC is 17, and the spell attack bonus is +9.

Speak with Beasts and Plants. Belinda can communicate with Beasts and Plants as if they shared a language.

Woodland Walk. Difficult terrain composed of plants doesn't cost the Belinda extra movement. In addition, she can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines or a similar hazard. 

Actions

Multiattack. Belinda makes two Claw or Toxic Splinter attacks. 

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (2d6+5) slashing damage plus 18 (4d8) poison damage. 

Toxic Splinter. Ranged Spell Attack: +7 to hit, reach 60 ft., one target. Hit: 7 (1d4+5) poison damage. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is paralyzed. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on success. A creature within 5 feet of the target can take its action to remove the splinter with a successful DC 13 Wisdom (Medicine) check, ending the poisoned condition on the target. 

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Bonus Actions

Nettling Word. The hag heckles, mocks, or jeers at one creature she can see within 30 feet of her. If the creature can hear and understand the hag, it must succeed on a DC 16 Charisma saving throw or become enraged until the end of its next turn. While enraged, a creature has advantage on melee attack rolls, is unable to distinguish friend from foe, and must move to attack the nearest creature other than the hag or its coven. If no other creature is near enough to move to and attack, the enraged creature stalks off in a random direction. Attack rolls against an enraged creature have advantage. 

Reactions

Infernal Calling. When the hag sisters are within 30 feet of each other, they can work together to cast a communal infernal calling spell that is more powerful than they could cast individually. To do this, one takes an action to begin casting the spell, and the other two must use their reactions to complete it. This communal spell is cast at 9th level and the casting time is reduced to one action. 

1/Day - infernal calling

Previous Versions

Name Date Modified Views Adds Version Actions
10/23/2023 2:41:31 AM
24
0
--
Coming Soon

Monster Tags: Hag

Habitat: ForestSwamp

CanelaTheSpiceQueen

Comments

Posts Quoted:
Reply
Clear All Quotes