Medium Fey, Neutral Evil
Armor Class 16 Natural Armor
Hit Points 77 (14d8)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
18 (+4)
WIS
16 (+3)
CHA
18 (+4)
Saving Throws INT +7, WIS +6
Skills Deception +7, Insight +6, Perception +6
Damage Resistances Damage from Spells
Condition Immunities Blinded, Charmed, Frightened
Senses Darkvision 60ft, Passive Perception 16
Languages Common, Sylvan common, sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Legendary Resistance. (3/Day). If the hag fails a saving throw, it can choose to succeed instead.

Magic Resistance. Aunty Gremeth has advantage on saving throws against spells and other magical effects.

Actions

Multiattack. Aunty Gremeth makes two Bewitching Bolt attacks.
She can replace one of these attacks with Spellcasting.

Bewitching Bolt. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (5d6 + 4) lightning damage, and if the target is a creature, it must succeed on a DC16 Wisdom saving throw or be charmed by Aunty Gremeth until the start of her next turn.
Shattered Shards. Aunty Gremeth targets a point she can see within 30 feet of herself. The air there magically solidifies into a mirrorlike pane, then shatters in a 15-foot cone originating from that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.

Spellcasting. Aunty Gremeth Everyouth's spellcasting ability is Charisma (spell save DC 16). She can cast the following spells, requiring no material components:

At will: detect magic, disguise self
3/day each: fog cloud, hold person, hypnotic pattern
1/day each: bestow curse, scrying

Bonus Actions

Enter the description for how bonus actions work for your monster here.

Reactions

Reaction Name. Enter the description for your action.

Legendary Actions

Aunty Gremeth 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. Aunty Gremeth regains spent legendary actions at the start of her turn.

Destined Jaunt. Aunty Gremeth magically teleports, along with any equipment it is wearing or carrying, to an unoccupied space it can see within 30 feet of itself.

Cast a Spell. (Costs 2 Actions). Aunty Gremeth casts a spell.

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

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.

Monster Tags: fey

Habitat: Swamp

bdraymond6

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