Large Monstrosity (Hag), Neutral Evil
Armor Class 17 (natural armor)
Hit Points 224 (20d10 + 24)
Speed 30 ft., Climb 60 ft.
STR
18 (+4)
DEX
14 (+2)
CON
16 (+3)
INT
13 (+1)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws CON +7, WIS +7, CHA +8
Skills Deception +9, Insight +8, Perception +8, Stealth +7
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Frightened
Senses Darkvision 120 ft., Passive Perception 15
Languages Common, Elvish, Goblin, Undercommon
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Fey Ancestry. Wanda has advantage on saving throws against being charmed, and magic can’t put Wanda to sleep.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

2/day each: plane shift (self only), ray of enfeeblement, sleep

2/day: Swarm of Spiders.

Shared Spellcasting. While 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): identify, ray of sickness

2nd level (3 slots): hold person, phantasmal force

3rd level (3 slots): bestow curse, counterspell, lightning bolt

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

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite

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 +7.

Change Shape. Wanda 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.

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

Spider Climb. Wanda can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Sunlight Sensitivity. While in sunlight, Wanda has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Web Walker. Wanda ignores movement restrictions caused by webbing.

Actions

Multiattack. Wanda makes 2 attacks, either with her longsword or her poison spray. She can replace one of those attacks with an at will Innate Spell.

Longsword. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: (2d10 + 9) slashing damage

Poison Spray. Wanda extends her hand toward a creature it can see within range (10 ft.) and project a stream of noxious venom from her palm. The creature must succeed on a Constitution saving throw (DC 16) or take (3d12) poison damage.

Ethereal Webwalking. Wanda becomes incorporeal and magically enters an Ethereal Plane of webs. While in the Ethereal Plane she can only move until she returns to the Material Plane.

Beguiling Spider Silk. Wanda places a web in a 10 ft. square that emanates with an enchanting green glow (60 ft. radius), if a target enters the enchanted area they must roll a wisdom save (DC 16) or they become charmed. On a failed save the target is commanded to approach the webs. If the target succeeds the wisdom save they will see through the illusion and resist being charmed. If a target touches the webs they must roll a strength save (DC 15) or they will become restrained and will alert Wanda to their location. If the target fails their next strength saving throw they will fall unconscious and be susceptible to Dream Weaving.
While a target is restrained and unconscious Wanda can use her Ethereal Webwalking to approach the target from within the ethereal plane and can bestow a curse on them or begin dream weaving.

Dream Weaving. While a humanoid is unconscious, Wanda can straddle the person ethereally and intrude upon its dreams. Any creature with truesight can see Wanda's spectral form spinning webs around her prey. Wanda fills her victim’s head with delusions of grandeur, intended to persuade it into performing evil acts in the waking world on her behalf. Wanda will attempt to continue her visitations until the victim fully succumbs to her will.

Nightmare Haunting (1/Day). While on the Ethereal Plane, Wanda magically touches a sleeping humanoid on the Material Plane. A protection from evil and good or a magic circle spell cast on the target prevents this contact. As long as the contact persists, the target has dreadful visions in their sleep. 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 (2d10). The target can roll a wisdom save (DC 16) to attempt to wake from the nightmare once every hour they sleep. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. If this effect reduces the target's hit point maximum to 0, the target dies.

Reactions

While Dream Weaving or Nightmare Haunting, Wanda can use her reaction to retreat into the ethereal plane.

Description

Wanda is a night hag that has been transformed into a grotesque spider-witch known as The Webweaver. Her body has been twisted by dark magic into an abnormal monstrosity with countless arachnid legs.

Lair and Lair Actions

Sticky Spider Silk: Green ethereal spider webs cover the floors of the lair but some areas are thicker than others. On a 5-foot-square these extra sticky webs sit undisturbed. If a player enters the square they must succeed a dexterity saving throw (DC 15) or their movement drops to zero until the end of their next turn.

Previous Versions

Name Date Modified Views Adds Version Actions
9/24/2023 8:51:13 PM
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10/27/2023 11:35:50 PM
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11/3/2023 2:02:16 AM
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11/6/2023 6:44:35 PM
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Habitat: SwampUnderdark

JeffreyHudson

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