Small Fey
Armor Class 17
Hit Points 82 (11d8 + 33)
Speed
STR
16 (+3)
DEX
18 (+4)
CON
16 (+3)
INT
17 (+3)
WIS
17 (+3)
CHA
18 (+4)
Saving Throws DEX +7, WIS +6, CHA +7
Damage Resistances Acid, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Passive Perception 14
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Curse of the Bog. When the hag dies, any hostile creature within 30 feet of her is exposed to a secret hex. Each of those creatures must succeed on a DC 14 Charisma saving throw or be cursed. A cursed creature has disadvantage on ability checks for social interactions with beasts and monstrosities. Further, Tiny and Small beasts that are indifferent to the creature turn hostile. For example, cats might hiss on sight, birds might attack or cows might run away in fear. After 48 + 4d4 hours, the curse can be lifted by a remove curse spell or similar magic.

Eerie Senses. The hag can magically sense the presence of any creature within 30 feet of her. She knows the general direction they‘re in but not their exact locations. Once every 24 hours, she can extend the effect on one creature she can sense in this way. The chosen creature must succeed on a DC 14 Wisdom saving throw or the hag can magically pinpoint its location up to 500 feet away for the next 4d4 hours. The creature isn‘t aware of this effect.

Innate Spellcasting. The hag‘s innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no material components:

At will: dancing lights, druidcraft, minor illusion, vicious mockery,

2/day each: polymorph, speak with animals

 

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.

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 20 Wisdom (Insight) check.

Actions

Multiattack. The hag makes two attacks: one with her hex staff and one with her stilts.

Hex Staff. Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 9 (1d10 + 4) necrotic damage.

Stilts. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.

Change Shape. The hag magically polymorphs into a Tiny or Small beast, or back into her true form. In a new form, she retains her statistics but her attacks and movement modes are replaced by those of the new form. Any equipment she is wearing or carrying isn‘t transformed. She reverts to her true form if she dies.

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.

Description

The strange truth is that parents love bog hags. The mere threat of a vindictive dark magic witch strikes fear into the hearts of children, who then rush to tidy their rooms or finish their oats. In reality, most bog hags wouldn’t dare turn an innocent child into a frog unless that child threatened them or their home. Bog hags tend to be ecologically minded wardens of their oft-maligned biomes. They recognize the beauty and environmental significance of their marshes, fens, and swamps, and they do everything in their power to protect these misunderstood habitats.

Habitat: Swamp

8bitAsh

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