Medium Fey, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 108 (16d8 + 36)
Speed 30 ft.
STR
12 (+1)
DEX
15 (+2)
CON
15 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
18 (+4)
Saving Throws WIS +5, CHA +7
Skills Deception +7, Intimidation +7, Perception +5, Stealth +5
Damage Vulnerabilities Cold
Damage Immunities Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells as an action, requiring no material components:

At will: poison spray, primal savagery, thorn whip

3/day each: charm person, command, faerie fireray of sickness 

2/day each: enlarge/reducemirror image, misty step

1/day each: fear, hypnotic pattern

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.

Fey MovementThe swamp hag is immune to the effects of difficult terrain while in her lair.

Actions

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 1) slashing damage.

Invisible Passage. The hag 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 be tracked only by magic. Any equipment she wears or carries is invisible with her.

Multiattack Whenever the hag attacks with its claws, it makes two attacks.

Bonus Actions

Drowning Grasp: When a creature is grappled by the Swamp Hag's Drowning Grasp attack, she may use her bonus action at the start of her turn to command the spectral hands to crush the target in their grasp. The hands make an attack roll with advantage on a grappled creature, dealing 14 (4d6) necrotic damage on a hit.

Legendary Actions

The swamp hag can take 1 legendary action, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature’s turn. The swamp hag regains spent legendary actions at the start of its turn.

Cackle. The hag targets one creature within 30 feet of it. If the target can hear the hag, the target must succeed on a DC 15 Charisma saving throw. On a failed save, the target has disadvantage on ability checks, attack rolls, and saving throws until the start of the hag's next turn.

Drowning Grasp. Ranged Attack: Range 60 ft., one target. The Swamp Hag reaches out with ghostly, watery hands and attempts to drown a creature in a mire of despair. The target must make a DC 15 Strength. On a failed save, the target is grappled by the spectral hands, and the Swamp Hag can choose to pull the target 10 feet closer to her. If a target is grappled by this attack, the Swamp Hag may use her bonus action to attack the target again. The hands make an attack roll with advantage on a grappled creature, dealing 14 (4d6) necrotic damage on a hit. The grappled creature can use its action to repeat the save on its turn, otherwise the hand is not dispelled until the Hag takes its next legendary action.

Wicked Claw.  Melee Spell Attack: +7 to hit, reach 5 ft., one target. Hit: 16 (3d10) necrotic damage. 

Lair and Lair Actions

Swamp Hag's Lair

Within the heart of the fetid and cursed swamp, the lair of the Swamp Hag is a realm shrouded in malevolence.

Beware the creeping vines and deceivingly serene ponds, for the lair is a treacherous labyrinth where the mire itself seems to conspire against intruders.

Within her corrupted lair, the Swamp Hag commands the very essence of the swamp, twisting its malevolence to her advantage. As the party enters her domain, they must contend with her lair actions, which are an extension of the swamp's cursed nature:

Blighted Resurgence: The Swamp Hag channels the malevolent energy of the swamp, calling forth the swamp's dark essence to allow her to restore her own vitality. Upon using this action, the Swamp Hag regains 2d4+4 hit points.

Entangling Roots: The Swamp Hag can command the roots of the twisted trees within her lair to spring to life and ensnare intruders. As a lair action, she causes roots to burst forth from the mucky ground in a 30 foot sphere radius from an area of her choice. For the next minute, this area is considered difficult terrain.

Verdant Call The Swamp Hag, attuned to the blighted flora and fauna of her domain, can invoke a Verdant Call as a lair action to summon corrupted minions from the foul vegetation. With an echoing incantation that seems to resonate with the plant life around her, she beckons forth aid from the cursed grove. Roll a d4. Depending on the roll, the Hag summons the following creatures to aid her in battle:

  1. 4 Needle Blights
  2. 3 Crocodiles
  3. 2 Giant Toads
  4. 1 Swarm of Poisonous Snake

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Monster Tags: Hag

Habitat: ForestSwamp

emimarkem

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