| Mod | Save | ||
|---|---|---|---|
| STR | 18 | +4 | +4 |
| DEX | 12 | +1 | +1 |
| CON | 16 | +3 | +3 |
| Mod | Save | ||
|---|---|---|---|
| INT | 13 | +1 | +1 |
| WIS | 14 | +2 | +2 |
| CHA | 14 | +2 | +2 |
Multiattack. The hag makes two Claw attacks.
Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Wisdom as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks):
At Will: Dancing Lights, Disguise Self (24-hour duration), Invisibility (self only, and the hag leaves no tracks while Invisible), Minor Illusion, Ray of Sickness (level 3 version)
Freshly Baked Reinforcements. The hag magically summons 2 gingerbread golems.
Candy Curse (Recharge 5–6). Whenever the hag is hit with an attack, it can use its reaction to inflict the Candy Curse on that creature.
The creature must make a DC 16 Wisdom saving throw; on a failure, the creature must roll a d10 on its next turn to determine its behavior for that turn.
| 1d10 | Behavior for the Turn |
|---|---|
| 1 | The target is overcome with the desire to eat sweets. It must use its entire action economy to ingest as many sweets as it can. |
| 2–6 | The target experiences a sugar-crash; it doesn’t move or take actions. |
| 7–8 | The target has a sugar-fueled hallucination, and it takes the Attack action to make one melee attack against the nearest creature. |
| 9–10 | The target is unaffected and chooses its own behavior. |
Lair and Lair Actions
Every round, on initiative count 10, the candy hag can do one of the following:
Licorice Lash. The hag magically tangles a creature it can see within 60 feet of itself in twisting red licorice. The creature must succeed on a DC 14 Strength saving throw, or its speed is reduced to 0 until the end of its next turn.
Golden Glaze. Honey bubbles up from the floor in a 10ft radius. Any creature standing in the honey upon creation must make a DC 14 Dexterity saving throw or fall prone. The area is considered difficult terrain until this action is used again. Any creature who enters the area for the first time must make a DC 14 Dexterity saving throw or fall prone.
Previous Versions
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6/3/2025 1:13:37 PM
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Coming Soon
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