Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery, thorn whip, frostbite
2/day: hold person, crown of madness
Ritual: glyph of warding, hallucinatory terrain
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing 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.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Lair and Lair Actions
Abelinda’s hut appears to be a burned down house from the outside. With magical warding and an illusion placed upon the area, her abode is well protected. A fear enchantment (DC 17) is on the area as well, giving a sense of dread on the building.
On initiative count 20, one of the following occurs at random.
1) A swarm of fleas and other bitings insects attack all hostile to Abelinda. +5 to hit. 1d4 piercing damage.
2) A magical wail is released through the halls. DC 12 Constitution Saving Throw or be stunned until the end of your next turn.
3) An illusionary Abelinda appears and casts a spell of Abelinda’s choice.
4) Vines grow from every crevice and bind a nearby target. The creature must make a DC 12 Dexterity saving throw or be restrained until the next round begins.
5) Abelinda exudes a powerful aura increasing her AC for one round. Gain a +5 to AC until the start of the next round.
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