| Mod | Save | ||
|---|---|---|---|
| STR | 10 | +0 | +0 |
| DEX | 12 | +1 | +1 |
| CON | 15 | +2 | +4 |
| Mod | Save | ||
|---|---|---|---|
| INT | 11 | +0 | +0 |
| WIS | 12 | +1 | +1 |
| CHA | 13 | +1 | +1 |
Amphibious. The hag can breathe air and water.
Avoidance. If the hag is subjected to an effect that allows her to make a saving throw to only take half damage, she instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.
Regeneration. The hag regains 2 (1d4) hit points at the start of her turn if she starts her turn with at least 1 hit point.
Multiattack. The hag makes two Cursed Claw attacks.
Cursed Claw. Melee Attack Roll: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) Slashing damage. If the target is not a Construct or Undead, it is subjected to the following effect. Constitution Saving Throw: DC 11. Failure: The target is cursed. Whenever the target regains hit points, it only regains half the number of hit points it normally would have.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like a beautiful elf or eladrin. The effect 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 no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 13 Intelligence (Investigation) check to discern that the hag is disguised.
Drowning. Wisdom Saving Throw: DC 11, one creature the hag can see within 120 feet. Failure: The target is dazed until the start of the hag’s next turn. A creature who can breathe water or who doesn’t need air automatically succeeds on this saving throw. A dazed creature can only take an action, bonus, action, or move; it cannot do all three.
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