Medium Fey (Hag), Neutral Evil
Armor Class 14 (ivy robe)
Hit Points 77 (7d8 + 14)
Speed 30 ft., climb 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
14 (+2)
INT
12 (+1)
WIS
14 (+2)
CHA
16 (+3)
Saving Throws WIS +5, CHA +6
Skills Deception +7, Nature +8
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned
Senses Darkvision 120 ft., Tremorsense 30, Passive Perception 15
Languages Common, Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: Detect Poison and Disease, Acid Arrow, Entangle, Plant GrowthThorn Whip,

2/day each: Ray of Enfeeblement, Transport via PlantsStinking CloudFaerie FireHypnotic PatternCharm PersonMisty Step

1/day each: Cloudkill, Insect Plague, Wall of Thorns, EyebiteBlight


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


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 14 Wisdom (Insight) check.

Actions

Noxious Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (4d6) poison damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Illusory Appearance. The hag 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 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 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 is disguised.

Bonus Actions

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.

Reactions

Misty Escape (per rest). In response to taking damage, the warlock turns invisible and teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.

Description

This warlock made a pact with a powerful flower deity and archfey - Alarune the Black Rose. Alarune is a prolific Archfey druid and wizard, and is also known by the moniker; the Mandrake Sorceress. 

An alraune relies on its supernaturally soothing odor to render enemies incapable of making hostile acts against it—even if the alraune attacks a foe, its calming scent can wipe away any thoughts of violence from its prey. At rest, an alraune appears to be merely a large thorny plant with a single enormous and brightly colored flower at its center. When an alraune attacks, its thorny vines lash out and its flower blooms, revealing an attractive, green-skinned humanoid form within. An alraune’s apparent gender can vary even from encounter to encounter, for the plant can reshape its humanoid portions as it desires to increase the likelihood of setting its victims at ease. Regardless of the plant’s apparent gender, it is itself asexual and reproduces (typically once or twice per decade) by budding a single offspring over the course of a spring season.

Despite their appearance, alraunes are quite mobile (capable of walking almost like a spider upon their numerous long roots and thorny vines). They hunt using their innate communion with nature, preferring humanoid flesh over all others. When an alraune needs prey, it uses its mind-affecting abilities to convince foes to dig their own graves and bury themselves—once a foe is helplessly buried in the soil, the alraune can feed from it via its flesh-burrowing roots, converting the victim’s blood and memories into the strange nutrients it so craves.


 This creature was thought of by the magi of wonder and whimsy; Cameron the Clairvoyant. He loved to create, and was inspired by many things around him - people, places, things, concepts, nature, anime, pop culture - and loved to craft superior unique things for the Dungeons and Dragons community. Check out his homebrew creations in every category on D&DBeyond, and feel free to incorporate them into your homebrew campaigns. Cameron the Clairvoyant is a former player-character that reached level 20 and now functions as a NPC Archwizard, and has created numerous impactful magic items, weapons, subclasses, monsters, creatures, feats and spells. Seek him out in your next quest! He loves to take requests and interact with parties of player-adventurers.

Monster Tags: Hagfiendshadow fey

Habitat: ForestGrasslandSwampUnderdark

WishfulWarlock3

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