Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1,800 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile

2/day each: plane shift (self only), ray of enfeeblement, sleep

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

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Puny God. While under the effect of Grow The Hag makes a melee attack against a creature.  On a hit the target becomes grappled.  The hag can then make another melee attack at another creature within 10 ft. On a hit, both creatures take 4d6+4.
Melee Attack: +7 to hit, reach 10 ft., one target.
Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 19 (4d6 + 4) bludgeoning damage.

Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Bonus Actions

Grow (2/Day; 3rd-Level Spell). For 1 minute, Betty Boulderchin magically increases in size, along with anything she is wearing or carrying. While enlarged, she is Large, her reach becomes 10 feet, she deals an extra 3 (1d6) damage on Strength-based weapon attacks, and she makes Strength checks and Strength saving throws with advantage.

If Betty Boulderchin lacks the room to become Large, she attains the maximum size possible in the space available.

Reactions

Aren’t You Tired? When a creature within 5 feet of the hag hits them with an attack, the hag spits sleep dust at the attacker. The attacker must make a DC 15 Constitution saving throw. On a failed save, until the end of the hag’s next turn, the attacker feels tremendously sleepy, they can’t take reactions, and they have disadvantage on attack rolls and saving throws. Creatures who can’t be supernaturally put to sleep are
immune to this effect.

Mythic Actions

Betty Boulderchin has three villain actions. She can take each action once during an encounter after an enemy’s turn. She can take these actions in any order but can use only one per round.

Action 1: Snackies for Sweeties. The air within 30 feet of the hag magically fills with the scent of rotten food. Each other creature in that area must succeed on a DC 15
Wisdom saving throw or be poisoned for 1 minute (save ends at end of turn). Creatures are affected even if they hold their breath or don’t need to breathe.

Action 2: Feline Felicity. The hag grows four cat legs in a burst of magical energy. Each creature within 5 feet of her must make a DC 15 Dexterity saving throw. On a failed save, a creature takes 10 (4d4) force damage and is pushed 10 feet away from her. On a successful save, a creature takes half as much damage and isn’t pushed. The hag can then move up to twice her speed, after which the extra cat legs disappear.

Action 3: Open the Oven. The hag opens a portal to her massive oven in the palms of her hands, creating a blast of heat and noise in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 13 (3d8) fire damage plus 13 (3d8) thunder damage on a failed save, or half as much damage on a successful one.

Description

The hag is horribly grotesque, with a decrepit frame and long limbs. She has dark blue-purple bruised skin with tattoo-like scars all over her flesh, marred with grotesque warts, open sores, and diseased blisters. Her hair is unkempt and pitch-black, woven with bones, fingers and other heinous accessories. She has a pair of light, hellish eyes with pinprick pupils and a jaw that reaches out like a fearsome hook from underneath her sharply pointed nose. Her yellow teeth feature sharp, jagged fangs.

Monster Tags: Hag

Kal_Spiro

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