Large Fey, Neutral Evil
AC 17    Initiative +16 (26)
HP 270 (29d10)
Speed
Mod Save
STR 20 +5 +5
DEX 15 +2 +2
CON 20 +5 +5
Mod Save
INT 19 +4 +4
WIS 19 +4 +4
CHA 25 +7 +7
Senses Passive Perception 21
Languages None
CR 21 (XP 33,000; PB +7)
Traits

Traits.

Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 19): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. 

Legendary Resistance ( Recharge, 5/6). If the hag fails a saving throw, it can choose to succeed instead. 

Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects. 

Spiteful Escape. When the hag drops to 0 Hit Points, it dies only if it is within 30 feet of its anathema (a thing the DM chooses as the hag's most hated thing). Otherwise, the hag drops to 1 Hit Point and teleports to a harmless demiplane, and it can't return to the plane it left for 2d6 days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the hag knows its location anywhere in the multiverse.

Actions

Multiattack. The hag makes two Spectral Claw attacks and uses Crackling Wave. 

Spectral Claw. Melee or Ranged Attack Roll:+10, reach 10 ft. or range 60 ft. Hit: 17 (3d6 +7) Force damage. If the target is a Large or smaller creature, it has the Prone condition. 

Crackling Wave. Dexterity Saving Throw: DC 20, each creature in a 60-foot Cone. Failure: 32 (5d12) Lightning damage. Success: Half damage. 

Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the spellcasting ability (spell save DC 22): 

At Will: Detect Thoughts, Dimension Door, Dispel Magic, Hypnotic Pattern, Charm Person

2/Day Each: Mass Suggestion, Modify Memory, Plane Shift 

 

Bonus Actions

Witch Strike. Each creature cursed by the hag and within 60 feet of it takes 14 (4d6) Lightning damage

Reactions

Tongue Twister. The hag casts Counterspell in response to that spell's trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn. Until the curse ends, the target can't cast spells with a Verbal component, and when it speaks, it says the opposite of what it means.

Legendary Actions

Legendary Action Uses: 3 

Immediately after another creature's turn, the hag can expend a use to take one 

of the following actions. The hag regains all expended uses at the start of each of its turns. 

Hag's Swipe. The hag makes one Spectral Claw attack. 

Malicious Magic. The hag uses Spellcasting to cast Dimension Door or Hypnotic Pattern. The hag can't take this action again until the start of its next turn. 

 

Mythic Actions

Mythic Action Name. Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Description

Donna wants only to increase her coven. She is currently manipulating a squirrel named Dee, making him believe that if he brings a certain number of mushrooms to her and his son, she will be able to heal his son from a deadly illness. What she intends to do is to steal his son, or let him die if Dee tries to fight her. 

If the party that Dee brings back/bone daddy tries to help Dee she will charm or threaten them. Charming a certain player to try to get them either Dee’s child or another one, and curse them if they do not agree or try to fight her. 

Will attempt to be hidden and disguised as a young beautiful woman named BellaDonna. Feathery and light voice. Donna is more witchy/gravely voice.
Bone daddy’s name is Dimitri.

Shep:
Fears: an empty crib and a woman screaming, a gnarled large tree covered in blight, an older fey male standing in the vibrant colors of the feywild with his hand reaching out towards Shep as an invitation to join him. 
Desires:  To be free, to reunite with Ben, and a small inkling of what could be the hope to fall in love someday...but it is a faint hope.

Te'Fir
: 
Fears:  The endless nature of their lifespan and whether or not they will spend it alone, blood on their hands, the idea of 'keeping up with appearances'
Desires:  Friendships that are deep and meaningful, the beauty and vastness of the shadowfell, to find meaning in the world.

Stronk:
 
Fears:  An empty ale keg, the angry face of his father, being shut in a closet for hours on end. 
Desires:  To reclaim his family's fortune, endless ale, and an axe that will take him to the moon...perhaps learning to read.  

Jasper
: 
Fears:  Members of the Cerberus Assembly showing up to his family's door, separation from his twin, never being known. 
Desires: To be helpful to everyone he cares about, especially his party and his twin; to find his twin and reunite,  to be able to return to his mother and father.  

Reggie
: 
Fears:  Never having another home, squirrelkin, being separated from his friend Inky. 
Desires:  To tinker and craft, to always be with inky, to take vengeance on those who destroyed his village.  

Lair and Lair Actions

Enter a description of your monster's lair here.

Lair Actions

On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:

  • Enter a description for a lair action.
  • Enter a description for a lair action.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

YerAWizardAlison

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