Small Fey, Neutral Evil
Armor Class 17
Hit Points 112 (15d8 + 45)
Speed
STR
15 (+2)
DEX
16 (+3)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
20 (+5)
Saving Throws DEX +6, INT +6, CHA +8
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Passive Perception 16
Languages --
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +8 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: plane shift (self only), ray of enfeeblement, sleep

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

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 (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object

3rd level (3 slots): bestow curse, counterspell, lightning bolt

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.

The Bag of the Hag. A bog-bonbon hag always carries a bag of Shiny’s Assorted Sweets with her. The contents of the bag are cursed and weirdly twisted in terms of their effects and visual appearance. If the hag dies, the curse is lifted and the bag refills with the non-cursed sweets. The candies are replaced by the following cursed variants.

  1. Brain Bonbon. You must succeed on a DC 13 Intelligence saving throw or be unable to add your proficiency bonus to any rolls for 1 hour.
  2. Eye Gummy. You must succeed on a DC 13 Constitution saving throw or be blinded and poisoned for 1 hour.
  3. Fingerbone Toffee. You must succeed on a DC 13 Strength saving throw or have your speed halved and have disadvantage on Strength checks for 1 hour.
  4. Toothbreaker. You must succeed on a DC 13 Wisdom saving throw or have disadvantage on Wisdom checks and be charmed by the hag for 1 hour.
  5. Deep Sea Drop. You must succeed on a DC 13 Charisma saving throw or gain one random flaw from the Long-Term Madness table in the DMG for 1 hour.
  6. Frog Kiss. You must succeed on a DC 13 Constitution saving throw or be polymorphed into a frog. Your game statistics are replaced by the statistics of a frog and any equipment you are wearing or carrying is absorbed by the new form. You revert to your true form if you drop to 0 hit points or after 1 hour.
  7. Jelly Rat. You must succeed on a DC 13 Constitution saving throw or be polymorphed into a rat. Your game statistics are replaced by the statistics of a rat and any equipment you are wearing or carrying is absorbed by the new form. You revert to your true form if you drop to 0 hit points or after 1 hour.
  8. Sour Spider. You must succeed on a DC 13 Constitution saving throw or be polymorphed into a spider. Your game statistics are replaced by the statistics of a spider and any equipment you are wearing or carrying is absorbed by the new form. You revert to your true form if you drop to 0 hit points or after 1 hour.
Actions

Crooked Staff. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage plus 2 (1d4) necrotic damage.

Curse of the Copycat. The hag targets one creature she can see within 30 feet of her. The target must succeed on a DC 13 Constitution saving throw or be polymorphed into a copycat. The target‘s game statistics are replaced by the statistics of a copycat and any equipment it is wearing or carrying is absorbed by the new form. The target reverts to its true form if it drops to 0 hit points or until subjected to the remove curse spell or other magic. Also on a failure, the target is charmed by the hag as long as it is polymorphed, until the hag dies or until she is on a different plane of existence from the target. The charmed target is under the hag‘s control.
A target can choose to fail the saving throw. No more than once every 24 hours, the target can also repeat the saving throw, ending the charm effect on itself on a success.
The hag can polymorph and charm no more than one target in this way at a time. Further, she can extend her Illusory Appearance to the copycat making it look like an ordinary cat.

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.

 

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 18 Intelligence (Investigation) check to discern that the hag is disguised.

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.

Description

“Watch your mouth, watch your back, watch out for the hag with the bag!” – Deceptively and with cunning discretion, this scheming creature infiltrates unsuspecting settlements near swamps or dense forests. Whatever her mischievous agenda might be and wherever she wanders, a bog-bonbon hag always carries a characteristic bag of candies with her. While the contents may look tempting, they are in fact cursed and bring ruin upon anyone who tastes them. How exactly the bog-bonbon hags continuously acquire bags of Shiny’s Assorted Sweets and how the treacherous curse is laid upon them remains a mystery…

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

Habitat: Swamp

8bitAsh

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