Legendary Resistance (3/Day). If Anagga fails a saving throw, she can choose to succeed instead.
Ancient Mind. Anagga has advantage on saving throws against spells and other magical effects and can concentrate on two spells at one time. She must make separate concentration checks for each spell.
Mimicry. Anagga can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 20 Wisdom (Insight) check.
Abnormal Safeguard (half hit points). When Anagga has been reduced to half her total hit points, her AC is reduced to 10 and attacks against her only hit when the attack roll is below her AC.
Spellcasting. Anagga can cast one of the following spells, requiring no material components and using Charisma as her spellcasting ability (spell save DC 21, +14 to hit with spell attacks):
Cantrips (at will): encode thoughts, frostbite, mage hand, prestidigitation, chill touch, vicious mockery, mind sliver
1st level (4 slots): identify, magic missile, hellish rebuke, arms of hadar, inflict wounds
2nd level (3 slots): tashas mind whip, mirror image, misty step, hold person
3rd level (3 slots): counterspell, lightning bolt, hypnotic pattern, intellect fortress
4th level (3 slots): phantasmal killer, blight, shadow of moil, charm monster
5th level (3 slots): cone of cold, scrying, wall of force, arcane hand, hold monster, dominate person
6th level (2 slot): globe of invulnerability, conjure fey (two green hags), mass suggestion, eyebite, circle of death
7th level (2 slot): teleport*, power word pain*, finger of death*
8th level (1 slot): maddening Darkness*, clone*, feeblemind*
*These spell are available to Anagga if two other hags are with in 60 feet of her.
Multiattack. Anagga makes two claw attacks or she makes one of those attacks and uses Spellcasting.
Lost. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage. When Anagga casts a spell that targets a single creature, she regains hit points equal to the total damage she dealt to the target.
Paralysis Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 3) slashing damage. The target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Illusory Appearance. Anagga 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 Anagga 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, Anagga 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 20 Intelligence (Investigation) check to discern that Anagga is disguised.
Crones Hex. Anagga places a curse on a creature with in 60 feet of her for 1 minute. Anagga deals an extra 1d6 necrotic damage to the target whenever she hits the target with a spell. The target has disadvantage on ability checks and saving throws made with the ability Anagga has chosen. The target can make DC 20 wisdom saving throw at the end of its turn to end the effect. Anagga can only hex one creature at a time.
Invisible Passage. Anagga 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 only be tracked by magic. Any equipment she wears or carries is invisible with her.
Sudden Shrinkage. When Anagga is hit with a weapon attack with in 5 feet of her, she can force the attacker to make a DC 20 constitution saving throw. On a fail the targets size is halved and has disadvantage on strength checks, saving throws and weapon attacks until the end of its next turn.
Crude Casting. When an attacker within 60 feet of Anagga hits her with a targeted spell, that she can see, Anagga can use her reaction to force the caster to make a intelligence saving throw against her spell save DC. On a fail, Anagga causes that spell to hit another creature within 60 feet of her that she can see.
Anagga 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 creatures turn. Anagga regains spent legendary actions at the start of her turn.
Belittle (Costs 1 action). Anagga casts a cantrip.
Raging Enemy (Costs 2 actions). Anagga glares at a creature with in 30 feet of her. This creature must make a DC 20 wisdom saving throw or become enraged. While enraged the creature can only use the attack action, gaining +2 to damage rolls, resistance to bludgeoning, slashing and piercing damage but cannot cast spells until the end of its next turn or until a creature uses an action to calm the target or Anagga deals damage towards them.
False Promise (Costs 2 actions). Anagga chooses a creature with 60 feet of her, this target regains 10 (2d10) hit points. Until the end of the round, this target is vulnerable to bludgeoning, piercing and slashing damage.
Spell (Costs 1-3 Actions). Anagga casts a spell.
When Anagga is with in 60 feet of two other hags, she can take 2 additional legendary actions and also gains the following actions:
Whispers Kiss (Costs 3 actions). Anagga leans in for a kiss at a creature with in 5 feet of her. The target must make a DC 20 constitution saving throw or is stunned and cannot regain hit points until the beginning of Anagga's next turn.
Missing Thought (Costs 3 actions). Anagga targets a creature with in 60 feet of her, that is concentrating on a spell. The target must make a concentration check at disadvantage. The DC for this check is 10 + spell level. If the target loses concentration on the spell it takes 4 (1d8) psychic damage per spell level.
Mothers Blessing. (Costs 5 actions). Each creature of Anagga's choice, with in 60 feet of her gain a death ward. A creature with this blessing can make a DC 20 Intelligence (arcana) check to discern that this is a cursed ward. If the warded creature drops to 0 hit points, it's body erupts in a shower of limbs, bones and blood. Each creature with in 10 feet of the body must make a DC 18 dexterity saving throw or take 32 (8d8) necrotic damage. Those killed in this way can only return by using the true resurrection or wish spell.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), Anagga can take one of the following lair actions; she can’t take the same lair action two rounds in a row:
Overgrown. The entire lair is engulfed in vines, roots and thorns. Until initiative count 20, the lair is considered difficult terrain and when a creature moves within the area, it takes 2d4 piercing damage for every 5 feet it travels. At the start of each creatures turn must make a DC 20 strength saving throw or be restrained.
Dreaded Crones. Anagga temporarily conjures two duplicated green hags with in 120 feet of her. These duplicates have 1 hit point, AC 10 and can only use an action to dash. Each creature with in 5 feet of these duplicates reduce their saving throws by 1d6.
Mothers Embrace. Each creature in Anagga's lair must make a DC 20 wisdom saving throw. On a fail, the target views Anagga as a friend along with each creature with in 5 feet of them. All other creature's outside 5 feet of the target, that it can see, is considered hostile.
Become four. Anagga gains the benefits of the mislead spell.
Regional Effects
The region containing Anagga's lair is warped by her magic, creating one or more of the following effects:
Cursed Lands. Hostile creature's that enter the Cropfield Bog are inflicted with a dreary curse. While cursed in this way, all magically attuned items the creature(s) hold are also considered cursed. The concept of reality is adjusted to those cursed; if the cursed creature(s) have a short rest, long rest or try to travel in any direction, they return to the place they last left or rested, causing a repetitive loop. Only the wish spell, removing the curse or magical teleportation can detach the creature(s) from this loop. Attuned items lose their curse when outside of the loop.
Recoiling Fire. If a creature in the depths (below) of the Cropfield Bog uses any source of fire, a glyph of warding appears, releasing the Insect plague spell at 7th level and the Plant Growth spell at 3rd level which both last for 1 hour. Anagga uses her spell save DC for these spells.
Grueling Magic. Unless a creature is fey or undead, each time a creature cast a spell while in Anagga's tree takes 1d8 necrotic damage per spell level. If her totem head is destroyed this region effect fades.
Revealing home. Anagga gains truesight while inside her tree home.
Ruined Healing. If a creature casts a healing spell while inside Anagga's tree home, the target of the spell changes to Anagga instead. If her totem head is destroyed this region effect fades.
Lie Detector. Anagga can tell if a creature is lying while in her tree house.
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