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.
Spellcasting. The Boot Hag is a 2-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +5 to hit with spell attacks). The Boot Hag has following spells prepared:
Cantrips (at will): Mold Earth, Thorn Whip
1st level (2 slots): Create or Destroy Water, Earth Tremor
2nd level (1 slots): Maximilian's Earthen Grasp
Staff of Healing. This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges).
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect 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 no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Description
A Boot Hag is a crooked old witch who lives inside a colossal, rotting boot hidden deep in a muddy swamp. She appears motherly from a distance, dressed in patched clothes and calling lost travelers “dear children.” Up close, her skin is cracked like dried clay, her hair hangs in damp clumps, and her long fingers drip with black mud. The enormous boot serves as both her home and nursery, its cramped rooms crowded with strange, silent children sculpted from clay. The Boot Hag traps the spirits of lost children and seals them inside bodies shaped from swamp mud, clay, sticks, and scraps of old clothing.
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