Medium Fiend, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 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: ray of enfeeblement, sleep,Silence,Dimension Door,Charm Person (3rd level), Acid Arrow, Tasha's Caustic Brew

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

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.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Potion stache.Ranged Weapon Attack: [rollable]+5 to hit, range 30/60 ft., one target. Hit: The target is affected by a randomly determined magical potion. Roll 1d12 to determine the potion's effect or just choose:

  1. Healing Draught: The target regains 4d8 hit points.
  2. Poison Brew: The target must make a DC 14 Constitution saving throw, taking 6d6 poison damage on a failed save, or half as much damage on a successful one.
  3. Frost Elixir: The target takes 2d8 cold damage and must succeed on a DC 14 Constitution saving throw or be paralyzed until the end of their next turn.
  4. Flame Vial: The target takes 3d8 fire damage and must succeed on a DC 14 Dexterity saving throw or catch fire, taking 1d10 fire damage at the start of each of its turns until it or a creature within 5 feet uses an action to put out the flames.
  5. Acid Flask: The target takes 5d6 acid damage and must succeed on a DC 14 Constitution saving throw or have its AC reduced by 2 for acid burning the armor.
  6. Sleep Serum: The target must succeed on a DC 15 Wisdom saving throw or fall unconscious for 1 minute. The target awakens if it takes damage or another creature uses an action to shake it awake.
  7. Confusion Concoction: The target must succeed on a DC 14 Wisdom saving throw or see all creatures as the greatest enemy of their life for 1 minute. The target can repeat the saving throw after taking damage.
  8. Shrink Solution: The target must succeed on a DC 15 Constitution saving throw or be reduced as if by the enlarge/reduce spell (reduce only) for 1 minute.
  9. Growth Potion: The target must succeed on a DC 15 Constitution saving throw or be enlarged as if by the enlarge/reduce spell (enlarge only) for 1 minute.
  10. Invisibility Infusion: The target must succeed on a DC 15 Wisdom saving throw or be affected as if by the invisibility spell for 1 minute.
  11. Levitation Libation: The target must succeed on a DC 15 Constitution saving throw or be affected as if by the levitate spell for 1 minute.
  12. Haste Liquid: The targets speed is doubled and it gains an extra action which it can use to make one attack, disengage or using an object for 1 minute.

Previous Versions

Name Date Modified Views Adds Version Actions
7/26/2024 1:57:35 PM
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Monster Tags: Hag

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