Medium Fey, Neutral Evil
AC 18 Natural Armour    Initiative +1 (11)
HP 82 (11d8 + 33)
Speed 30 ft., Swim 30 ft.
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
Skills Arcana +5, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 ft.; Passive Perception 14
Languages Common, Elvish, Sylvan
CR 5 (XP 1,800; PB +3)
Traits

Amphibious. The hag can breathe air and water.

Clockwork Mind. When the Clockwork Hag is targeted by a spell that affects its Mind (eg. Fear, Command) or Body (Hold Person, polymorph), it has advantage on its Saving Throw.

 

Actions

Multiattack. The hag makes two Claw attacks.

Claw. Melee Attack Roll: +6, reach 5 ft. Hit: 8 (1d8 + 4) Slashing damage plus 3 (1d6) Poison 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)

Reactions

Construct Reaction-time. When the Clockwork Hag is hit by a melee weapon attack, it can add +2 to its AC, and if this causes the attack to miss, the Clockwork Hag can teleport to a location within 30 feet of itself.

Description

While hags typically thrive in the chaotic, unrelenting forces of nature, Clockwork Hags have taken to sowing mayhem through invention and magical technology.

Clockwork Hags appear similar to Green Hags, but with clockwork prostheses and additions of biological functions. With wires, metal armour plates and robot-like limbs, similar in construction to that of Warforged. These augmentations make them tougher and more resilient to mind-altering effects.

Clockwork Hags thrive by deceiving others by taking the guise of eccentric artificers, living in elaborate mansions filled with clockwork traps and puzzles to snare their prey.

Lair and Lair Actions

The Clockwork Hag's lair can take one of the foolowing actions on Initiative 20:

Illusionary Projection. (Recharge on 1-2) Three additional illusions of the Clockwork Hag appear in the room. Their locations are random. The Hag Illusions take their own turns on the Hag's Initiative, but their attacks and spells have no effect. A DC 12 Investigation check on the projections reveals whether or not it is an illusion or not.

Room Flip. (Recharge on 3-4) The room's gravity flips, sending anything not secured to the floor tumbling upwards to the ceiling. The Hag is not affected.

Change Places. (Recharge on 5-6)The room fills with fey energy. All creatures in the room must make a DC 14 Charisma Saving Throw, or be teleported to a random, unoccupied space within the room. The Clockwork Hag can choose the location of her teleport.

Habitat: Urban

jordank868

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