Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery (2d4)
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 15 Wisdom (Insight) check.
Multiattack. Agnes makes three claw attacks, or two claw attack and casts a spell.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: 13 (2d8 + 4) slashing damage.
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 20 Intelligence (Investigation) check to discern that the hag is disguised.
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.
Missed Me. When a creature hits Agnes with an opportunity attack, she may use her reaction to cause the attack to miss and teleport up to 30 feet to a point she can see.
Where do you think you're going. When a creature leaves Agnes' cabin, she may use her reaction to teleport that creature back into her hut.
Agnes has 1 villain action, which she takes in when a hostile creature ends its turn. She regains use of her villain action at the start of her turn.
- Wait! It's me. Agnes uses illusions to assume the form of an ally of a hostile creature she can see. When Agnes takes this action, she may choose to swap locations with the creature whose form she takes if that creature is within 60 ft.
- You all suck. Agnes casts vicious mockery targeting all creatures within range.
- Vanish. Agnes takes the invisible passage action.
Lair and Lair Actions
Agnes Middenheap makes her home out of a run down cottage in the middle of the woods.
Lair Actions
On initiative count 20 (losing initiative ties), Agnes takes a lair action to cause one of the following effects; Agnes can’t use the same effect two rounds in a row:
- Agnes conjures 3 (1d4 + 1) illusory versions of herself within 60 feet. When these illusory hags appear, she can swap places with any one of them. These illusions remain until Agnes takes a different lair action or a creature targets them with an attack.
- Agnes animates loose objects in her cabin, creating a heavily obscured area affecting all creatures other than Agnes. Targets must make a DC 14 Dexterity saving throw, taking 10 (4d4) bludgeoning damage on a failed save, or half as much on a successful one.
Regional Effects
The region containing Agnes’ lair warps to resemble her twisted personality, which creates one or more of the following effects:
- Plants animate as blights and attack travelers.
- Stagnant water sources become acid.
- Illusory images of Agnes appear randomly in the area. Agnes can see, hear, and speak through these duplicates.
If the Agnes dies, these effects fade over the course of 3d4 days.
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Posted Jul 13, 2020This is excellently balanced. Every ability is interesting. I just finished a low-mid tier fey wild one shot, and I wish I found this beforehand because it would have been perfect for one of my encounters.
I just wanted to take a moment to congratulate you on an well crafted monster. So many homebrews I see are wildly unbalanced, overpowered, or thematically inconsistent. Rock on.