Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:
3/Day: Phantasmal Force, Dissonant Whispers, Dominate Person
Multiattack. The cosmic hag makes three attacks with her claws or psychic beam.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (3d6 +5) psychic damage.
Psychic Beam. Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: (1d10 + 5) psychic 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.
Description
Cosmic hags are similar to their material plane counter parts. They are created when a hag enters the Astral Plane through either a color pool or portal. Their essence is weaved into the cosmos, so they do not have silver cords. A cosmic hags must feed on psychic energy to survive. Because of this, they often set up "safe houses" on the Astral Plane for planar travelers to rest. They often use safety from psychic wind storms as a means to convince their intended victims to trust them. Cosmic hags rarely form covens due to their rarity on the Astral Plane.
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