Medium Fey, Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 178 (21d8 + 84)
Speed 30 ft., Climb 30 ft.
STR
20 (+5)
DEX
16 (+3)
CON
18 (+4)
INT
19 (+4)
WIS
21 (+5)
CHA
17 (+3)
Saving Throws DEX +7, CON +8, CHA +7
Skills Deception +7, Intimidation +7, Perception +9, Stealth +7
Condition Immunities Charmed, Poisoned
Senses Darkvision 60ft, Passive Perception 19
Languages Common, Giant, Infernal, Sylvan
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Blood Sense. A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:
At will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing, dissonant whispers
3/day each: bestow curse, invisibility, mirror image
1/day each: cloudkill, modify memory

Horrific Appearance. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

Multiattack. The blood hag makes two claw attacks and one blood-drinking hair attack.

Blood-Drinking Hair. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag’s turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.

Claws. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.

Call the Blood. The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag’s ability again for 24 hours.
Blood Choke Curse. The target’s mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute.
Blood Eye. The target’s eyes well up with bloody tears. The target is blinded for 1 minute.
Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute.
Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save.

Face Peel. The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the process of peeling the face begins; the target takes 22 (4d6 + 10) slashing damage and is stunned until the start of the hag’s next turn. On the next turn, the target must make a DC 18 Dexterity saving throw. If this saving throw fails, the face is torn off, the target takes an additional 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If either save succeeds, the target takes half damage, isn’t stunned, and face remains but with noticeable scar. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is under the hag’s control. It retains the former owner’s memories and personality. Blood hags keep such faces as trophies, but they can also wear someone’s face to gain advantage on Charisma (Deception) checks made to imitate the face’s former owner.

Description

This bent-backed crone has long, leathery arms and cruel, flesh-shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree.

Vampiric Origins. Blood hags have long skulked on the fringes of society. The first blood hags appeared when a red hag mated with a mad vampire archmage- their offspring became the first blood hags. Many more followed.

Face Stealers. Blood hags prey on mankind, stealing their seed to propagate, their blood to satisfy their insatiable thirst, and their faces as trophies of these short-lived and bloody trysts.

Worm Hair. A blood hag’s hair is a morass of wriggling worms, ever thirsty for fresh blood.

Monster Tags: Hag

HumanSizeYoshi

Comments

Posts Quoted:
Reply
Clear All Quotes