Amphibious. The hag can breathe air and water.
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)
Sacreficial Resistance (Legendary Only). If the hag fails a saving throw, she can choose to sacrifice 3 Vine Minions and succeed instead.
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.
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): cause fear, tasha's caustic brew
2nd level (3 slots): crown of madness, locate object, phantasmal force
3rd level (3 slots): bestow curse, glyph of warding, stinking cloud
4th level (1 slot): polymorph
For casting these spells, each hag is a 7th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 14, and the spell attack bonus is +6.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Vicious Mockery (Cantrip). The hag unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 14 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
Wand Spellcasting. While holding Warden's Plight, the hag casts one of the following spells (Spell Save DC 14). The wand has 6 charges to fuel these spells and regains 1d4 + 1 charges daily at dawn:
1 charge each: bane, invisibility
2 charges: detect thoughts
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.
Illusory Passage (recharge 5-6): The hag magically teleports to an unoccupied space it can see within 30 feet and becomes invisible until the start of her next turn or until she takes any actions or reactions. When the hag teleports, she leaves an illusory duplicate in her space. The illusion has the same statistics as the hag, but can't take any actions or reactions, and disappears when the hag becomes visible or when it takes any damage. If a creature uses its action to examine the duplicate, it can determine it is an illusion with a DC 13 Intelligence (investigation) check, after which this illusion, and any subsequent illusions created using this feature, will appear faint to them for the next 24 hours.
Eerie Escape. Immediately after a creature that the hag can see misses her with an attack roll, the hag can move up to 30 feet without provoking opportunity attacks.
Stink Eye. When a creature that the hag can see hits her with an attack roll, the hag can give that attacker the stink eye. The attacker must succeed on a DC 13 Constitution saving throw or become poisoned until the end of their next turn.
The hag 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. The hag regains spent legendary actions at the start of her turn.
Cantrip. The hag casts a cantrip.
Claw. The hag makes a claw attack.
Elusive Passage (2 actions). The hag moves up to its speed without provoking opportunity attacks.
Summon Minions (3 actions). The hag summons 1d4 + 1 Vine Minons that appear within 60 feet of her. The minioms obey the hags commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed.
Lair and Lair Actions
Auntie Gloriosa's Lair
Auntie Gloriosa's Feywild Lair is her cottage.
Lair Actions
On initiative count 20 (losing initiative ties), the hag takes a lair action to cause one of the following effects:
- The floorboards of her cottage bend and sway, making the entire floor of her cottage difficult terrain for other creatures until initiative count 20 on the next round. Each creature standing inside the cottage other than the hag must succeed on a DC 13 Dexterity saving throw or be knocked prone.
- The vines on her cottage's walls make an attack against 3 creatures within 5 feet of the wall. It has a +3 bonus to hit and deals 3 (1d6) bludgeoning damage on a hit.
- All doors in the cottage suddenly close. Until initiative count 20 on the next round, when te hag moves through a door, she can magically appear from another inside the cottage.
- The hag summons three Vine Minions. The minions obey the hags commands, take their turns on initiative count 15 (losing initiative ties), and fight until destroyed.
Previous Versions
| Name | Date Modified | Views | Adds | Version | Actions |
|---|---|---|---|---|---|
|
4/5/2025 7:28:13 PM
|
19
|
3
|
--
|
Coming Soon
|
Comments