Amphibious. The hag can breathe air and water.
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.
Multiattack. The hag makes two claw attacks, casts Ray of Sickness, or uses her Bone Rattle.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Ray of Sickness. Ranged spell attack. +7 to hit, range 60ft., one target. Hit 9 (2d8) poison damage. DC 14 Constitution save or become Poisoned until end of hag's next turn.
Bone Rattle (Recharge 5–6).
Each creature of the hags choice within 60 ft that can hear must succeed on a DC 14 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on the save against the hag's Bone Rattle for the next 24 hours.
You're a rude one, aren't you. The hag hexes a creature per the Hex spell. A creature cursed in this way takes an extra 1d6 necrotic damage whenever they are damaged by the hag.
Puppets, aid me!. The hag summons 1 swarm of wicker puppets
Stay right where you are!. The hag casts Hold Person on a creature moving towards her (DC 14 Wisdom Save). On a failure, they are paralyzed until the start of their next turn.
You're no fun to play with. The hag can move up to her speed as a reaction when an enemy ends its turn within 5 feet of her. This movement doesn’t provoke opportunity attacks.
Dying curse. When brought to 0 hit points, Auntie Ethel uses her last breaths to speak the following: "A new relationship we will pave, for you will be my eternal slave". The creature that brought her to 0 hit points must make a DC 16 Charisma saving throw. On a failure, the cure takes hold. The spirit of Auntie Ethel hides within the body and will occasionally take control, using the form to work towards her resurrection.
(Round 1) Protect me!. The hag's minions can move up to their speed toward an enemy creature. This movement does not provoke opportunity attacks.
(Round 2) Who is your true enemy?. Any creatures of the hag's choice within its lair must make a DC 14 Intelligence save. On a failed save, the hag "vanishes" and the creature perceive all nearby friendly creatures as the hag. This lasts until the end of the hags next turn.
(Round 3+) Siphon Suffering. The hag points to one creature within 30 feet and siphons life force from its suffering. The creature takes 3d6 necrotic damage and the hag heals for the damage dealt. This can be used on the 3rd round and every round after.
Lair and Lair Actions
The region within 1 mile of a Auntie Ethel's lair is warped by the creature’s fell magic, which creates one or more of the following effects:
- Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.
- Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area.
- Strange carved figurines, twig fetishes, or rag dolls magically appear in trees.
- Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no substance, but it looks, sounds, and moves like the hag. The hag can sense when one or more creatures are within 60 feet of her duplicate and can interact with them as if she were present and standing in the duplicate’s space. If the illusory duplicate takes any damage, it disappears.
- The region takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.