Amphibious. The hag can breathe air and water.
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 19 Wisdom (Insight) check.
Legendary Resistance (3/Day). If the monster fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The hag is as 15th-level spellcaster that uses Charisma as her spellcasting ability. The spell save DC is 19, and the spell attack bonus is +11. She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery, command, thorn whip
3/day: blight, fear, spike growth, silent image, plant growth, earthbind
2/day:erupting earth, freedom of movement
1/day: wrath of nature, tree stride
Multiattack (Dragon Form Only). The hag dragon can use its Frightful Presence. It then makes three melee attacks only one of which can be a bite attack.
Bite (Dragon Form Only). Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 7) piercing damage plus 4 (1d8) acid damage.
Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.
Tail (Dragon Form Only). The target must make a DC 19 Dexterity saving throw or take 16(2d8+7) bludgeoning damage on a failed save, or half as much damage on a successful one. On a failed save the target is also knocked prone
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the hag dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.
Time Inhalation (Recharge 5–6). The hag dragon inhales life force in a 90-foot cone. Each creature in the area must make a DC 19 Wisdom saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one. If the save fails by 5 or more the creature is frightened of the hag dragon for 1 minute and it ages 2d4 x 10 years. A frightened target can attempt a DC 18 Wisdom Saving Throw at the end of each of its turns, ending the frightened condition on itself on a success.
Intellect Extraction. The hag dragon targets one creature it can see within 30 feet. The target must make a DC 19 Intelligence Saving Throw. On a failed save, the hag dragon learns one fact or secret about the creature. If the target fails their save by 5 or more, the information stolen by the dragon is lost to them until they are reminded of it.
Shapechanger. The hag dragon can use its action to change between her fey humanoid form or back into her hag dragon form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying is absorbed or borne by the new form (the hag dragon's choice).
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.
Illusory Appearance. The hag dragon covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her size or smaller. This includes humanoid creatures. The illusion ends if the hag 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, the hag dragon 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 the hag dragon is disguised.
The dragon 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 creature's turn. The dragon regains spent legendary actions at the start of its turn.
Detect. The dragon makes a Wisdom (Perception) check.
Belittle. The Hag Dragon uses casts her innate vicious mockery spell.
Tail Attack. The dragon makes a tail attack.
Extract Intellect (Costs 2 Actions). The dragon uses her intellect extraction ability.
Wing Attack (Costs 2 Actions). The hag dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Description
The wretched and hateful dragon hag dwells in dying forests, lonely swamps, and misty moors, making their homes in caves or hollowed out trees. Dragon hags love to manipulate other creatures into doing their bidding, masking their intentions behind layers of deception. They lure victims to them by mimicking voices calling out for help, or drive unwanted visitors away by imitating the cries of fierce beasts.
Obsession with Tragedy. Dragon hags revel in the failings and tragedies of other creatures. They derive joy from bringing people low and seeing hope turn into despair, not just for individuals but also for whole nations.
Some additional traits for my specific usage of this creature. Feel free to pick and choose any or all of them:
Forced Coven. As long all three coven members are alive and within 60 ft of each other, each is affected by a special version of warding bond. Instead of the other hags taking the same amount of damage they take half of it each. As the other two members aren't true hag dragons the effects pf the coven as not as powerful as a true coven would provide.
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 (6 slots): identify, ray of sickness, hellish rebuke
2nd level (6 slots): hold person, locate object, wither and bloom
3rd level (4 slots): bestow curse, counterspell, lightning bolt
4th level (4 slots): phantasmal killer, polymorph, dimension door
5th level (4 slots): contact other plane, scrying, mislead
6th level (3 slot): eyebite, harm, mental prison
For casting these spells, each hag is a 15th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 18, and the spell attack bonus is +13.
That was a mistake. If a creature has given any part of themselves to the hag dragon as part of a deal (fingernail, hair, an emotion, part of their soul, etc) they suffer disadvantage against any saves from the hag dragon's abilities or any spells they cast.
Lair and Lair Actions
Hag dragons dwell in dismal swamps, forests and moors. The presence of a hag dragon twists such areas into murky and treacherous bogs, which can trap and bewilder any unwary traveller. Creatures that try to approach the dragon hag's lair find their path impeded by thick, twisted vegetation.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:
- Pools of water that the hag dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.
- Thorny vines jut out from the mud and muck in an attempt to strangle enemies of the dragon. Up to 3 creatures the dragon can see must succeed on a DC 15 Dexterity saving throw. A creature that fails the save is grappled (escape DC 13) and takes 4 (1d8) piercing damage at the start of each of their turns as long as they remain grappled.
- A mushroom cap explodes, sending arcane spores towards a single target who must succeed on a DC 15 Dexterity saving throw or have the bioluminescent spores cling to their body. Attacks made against a spore-covered creature have advantage for 1 minute or until a creature uses an action to scrape the spores off.
Regional Effects
The region containing a legendary black dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:
- The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.
- Creatures within 12 miles of the dragon’s lair age at twice the normal rate, adding the lost lifespan to that of the dragon.
- Many wild animals within 3 miles of the dragon’s lair, especially frogs, snakes, and other small fauna, mutate to have one massive eye in their skull instead of two. The dragon can use an action to see through the large eye of any of these creatures.
- The area within 6 miles of the dragon’s lair is lightly obscured by an orange haze.
If the hag dragon dies, creatures age at a normal rate instantly and their lost lifespan is returned, mutated wild animals maintain their mutations, but all future offspring return to normal, and the haze disperses over one day. Any other effects fade over 1d10 days.
Previous Versions
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4/9/2024 10:34:10 AM
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Coming Soon
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