Medium Fey, Chaotic Evil
AC 15 natural armor    Initiative +3 (13)
HP 136 (16d8 + 64)
Speed 30 ft., fly 15 ft.
Mod Save
STR 18 +4 +4
DEX 16 +3 +6
CON 18 +4 +7
Mod Save
INT 17 +3 +3
WIS 20 +5 +8
CHA 18 +4 +4
Skills Deception +10, Insight +8, Perception +8, Stealth +6
Immunities Charmed, Poisoned
Gear 175gp in mixed coinage (some sticky with dried blood). Brooch made of twisted hair and bone with a ruby eye - worth 150gp to the right buyer. 200gp worth of magical scroll bindings made out of tanned hides - perhaps human skin? Worth twice the value when making necromancy spell scrolls. Vial of black blood dye worth 100gp and can be used in enchanting/crafting of magical items. Needle of Bloodblinding
Senses Darkvision 60ft, Passive Perception 18
Languages Common, Elvish, Sylvan
CR 8 (XP 3,900; PB +3)
Traits

Blood Sense. The blood hag can sense the presence of creatures with blood within 60 feet and knows their direction within 1 mile.

Stitched Talismans (Lair-Linked Feature). The blood hag’s lair contains up to 5 stitched face-talismans, each made from the flayed face of a victim. These talismans are sewn into walls, strung from rafters, or bound into ritual bundles. Each intact talisman grants the hag an escalating benefit (detailed below). Talismans have AC 12, HP 15, vulnerability to fire and radiant damage, and are immune to poison and psychic damage. Destroying a talisman removes its effect immediately.

  • Talisman Effects:

    • 1 talisman: Gain resistance to radiant damage.

    • 2 talismans: Add +1 to AC.

    • 3 talismans: Regain 5 HP at the start of each of her turns.

    • 4 talismans: Advantage on saving throws against spells.

    • 5 talismans: Recharge “Sanguine Curse” at the start of each of her turns.

Faceless Death. Victims killed by the blood hag’s abilities cannot be targeted by speak with dead or similar divinations unless greater restoration or wish is cast on their remains.

Spellcasting. The blood hag casts spells using Wisdom (spell save DC 15). She requires no material components.

At will: disguise self, detect thoughts, command
3/day: modify memory, invisibility, silence
1/day: dominate person

Actions

Multiattack. The blood hag makes two Claw or Blood Bolt attacks and can use Face Peel or Blood-Drinking Hair if a target is grappled.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8 + 4) slashing damage. Medium or smaller targets must succeed on a DC 15 Strength saving throw or be grappled.

Blood Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target.
Hit: 14 (3d6 + 4) necrotic damage. The target must make a DC 15 Con save or be poisoned until the end of its next turn.

Blood-Drinking Hair. One grappled creature must make a DC 15 Constitution saving throw, taking 16 (3d8 + 2) necrotic damage on a fail or half on a success. The blood hag regains HP equal to half the damage dealt.

Face Peel. One grappled creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d6 + 4) slashing damage and be stunned until the end of its next turn. The creature’s hp maximum is reduced by the damage taken. While reduced, the target has disadvantage on Charisma checks and cannot speak.

Sanguine Curse (Recharge 5–6). The hag curses a creature she can see within 60 ft. The target must make a DC 15 Wisdom saving throw or be cursed for 1 minute. While cursed, the target takes 7 (2d6) necrotic damage at the start of its turns and is incapacitated until it succeeds on a repeat saving throw at the end of its turn. One creature can be cursed at a time.

Lair and Lair Actions

Lair Features

If the battle takes place in the blood hag’s lair, she gains additional benefits:

  • Face Whispers. Once per round, she can have one talisman murmur confusion into a character’s mind. A creature within 30 feet of a talisman must succeed on a DC 13 Wisdom saving throw or have disadvantage on its next attack or saving throw.

  • Hair Tangle. Difficult terrain (sinew-hair bundles and flayed hide) surrounds each talisman in a 10-ft radius.

Alitheweeb

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