Amphibious. The dragon can breathe air and water.
Mimicry. The dragon 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 dragon fails a saving throw, it can choose to succeed instead.
Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.
Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d10 + 6) piercing damage plus 6 (1d12) necrotic damage.
Claw. Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. Hit: 14 (2d8 + 6) bludgeoning damage.
Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the 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 dragon inhales life force in a 90-foot cone. Each creature in the area must make a DC 18 Wisdom saving throw, taking 48 (12d8) necrotic 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 dragon for 1 minute and it ages (2d4) * 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 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 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.
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.
Tail Attack. The dragon makes a tail attack.
Extract Intellect (Costs 2 Actions). The dragon uses intellect extraction.
Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 12 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.
Summon Spirits (1/Day) (Costs 3 Actions). The dragon summons the souls of creatures it has slain previously using its breath weapon causing (2d4) ghosts to appear anywhere within 60 feet of the dragon. If the dragon is killed the ghosts disappear.
Description
Before you stands a draconic creature reminiscent of a true dragon, but twisted with dark fey magic. A singular orange orb occupies a massive eye socket in the middle of this creature’s head, pushing its two smaller vestigial eyes to either side. Its scales are a mottled medley of brown and yellow hues. Surrounding the creature is an air of the arcane, and as the creature draws breath, you feel a chill run down your spine.
Fey Magic. Hag dragons are created by powerful hag covens. The hags enact a ritual using a dragon egg of any variety to create a twisted abomination much more dangerous than any true dragon. Once the ritual is complete, the egg hatches and a hag dragon wyrmling is born. It may have some features reminiscent of the dragon egg’s original species, but they are simply a vestigial remnant of the creature's original form.
Timeless. Unlike other dragons, hag dragons do not age with the passage of time. They would theoretically remain as wyrmlings forever if it weren’t for the uncanny magical abilities they possess. Hag dragons can only grow up by absorbing the remaining years of other creatures. By making use of their breath weapon, they not only cause other creatures to age rapidly, but allow themselves to grow incredibly fast. Unlike many other creatures, dragons only seem to get more powerful as they age, so as the hag dragon increases its age it becomes incredibly dangerous in a short amount of time. Many hags seek to exploit this trait by keeping hag dragons young and easy to control, however, once a hag dragon is capable of breaking free from its creators it often does so in violent fashion if it was not treated with respect.
Covens. While hag dragons are incredibly rare, it has been theorised that should a group of them ever come together and agree to cooperate, they could form a coven. In much the same way a group of hags in a coven become powerful in the extreme, a coven of hag dragons would surely be capable of casting earth shattering rituals. Should such a coven ever arise, it could spell doom for entire kingdoms if left unchecked.
Credit to Dungeon Dad
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