Medium Fey, Neutral Evil
Armor Class 18 (natural armor)
Hit Points 150 (15d8 + 45)
Speed 30 ft., Burrow 30 ft.
STR
16 (+3)
DEX
15 (+2)
CON
16 (+3)
INT
15 (+2)
WIS
20 (+5)
CHA
18 (+4)
Saving Throws WIS +8
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Vulnerabilities Cold
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Damage Immunities Fire
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Infernal, Primordial, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The hag's innate spellcasting ability is wisdom (spell save DC 16, +8 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

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

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): identify, burning hands

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

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

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 15, and the spell attack bonus is +7.

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

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.

  • Shape Self. As an action, you can reshape your body to give yourself a head, one or two arms, one or two legs, and makeshift hands and feet, or you can revert to a limbless blob. While you have a humanlike shape, you can wear clothing and armor made for a Humanoid of your size. As a bonus action, you can extrude a pseudopod that is up to 6 inches wide and 10 feet long or reabsorb it into your body. As part of the same bonus action, you can use this pseudopod to manipulate an object, open or close a door or container, or pick up or set down a Tiny object. The pseudopod contains no sensory organs and can’t attack, activate magic items, or lift more than 10 pounds.
  • Wax Flesh. You can squeeze through a space as narrow as 1 inch wide, provided you are wearing and carrying nothing. You also have advantage on ability checks you make to initiate or escape a grapple. A creature that fails to grapple you takes 2d10 fire damage

Lair and Lair Actions

(BA) Melting floor: Until the start of the Hags next turn, the entire lair is considered difficult terrain (the hag is unaffected), If a character does not move, they must succeed a DC12 Strength save to avoid becoming stuck in place. (The save repeated at the end of each turn)

(A) Serving Candle: The Hag targets one creature they can see within 60ft of them, In a space within 5ft of the Hag a Cocoon of wax is formed (AC 18 20hp). If not destroyed, on the hags next turn it will become a Lvl 1 version of that characters class made of wax, with Vulnerability to fire damage. (Use a premade sheet online for the lvl 1 character)

Monster Tags: Hag

VicDidNotNeedToDie

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