Legendary Resistances (5/day).
Spell Resistance. Urphania has advantage on all spell based saving throws.
True Fey. Urphania is immune to sleep and charmed.
War Caster. Urphania has advantage on all concentration saves.
Mirage. Urphania's body fades between the feywild and the material plane at all times. Weapon attacks against Urphania have disadvantage. If a weapon attack manages to hit Urphania then this ability is disabled until the beginning of their next turn.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 24) +14. She can innately cast the following spells, requiring no material components:
At will: chill touch, create bonfire, green-flame blade, hideous laughter, identify, ray of sickness, locate object, scying, alter self, control weather
5/day each: shield, hold person, bestow curse, web, faerie fire
3/day each: ice knife (5th level), fireball (5th level), counterspell (5th level), dispel magic (5th level), dominate person, evard's black tentacles, phantasmal killer, dimension door, polymorph, synaptic static, hold person (5th level), lightning bolt (5th level), contact other planes, cone of cold, blight, dominate person, seeming
1/day each: circle of death, finger of death, cloud kill, reverse gravity, eyebite, counterspell (6th level), dispel magic (6th level), conjure fey, maze, planeshift
1/week: Storm of Vengeance
Multiattack. Urphania makes three attacks with her claws.
Claws. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 6) slashing damage plus 7 (1d12) acid damage.
Fey Blast. Ranged Spell Attack: +14 to hit, range 250 ft, 1-4 targets. Hit: 13 (1d10 + 7) force damage. If a target is hit by a beam of fey blast they are knocked backwards 10 ft.
Invisible Passage. Urphania 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.
Frightening Presence. Urphania's appearance is so horrific that it is repulsive on a supernatural level. Anyone creature who sees Urphania must make a DC 20 wisdom save or become frightened of her for 1 minute. At the end of each of these creature's turns they may retake the save. If a creature succeeds on this saving throw they are immune to Urphania's Frightening Presence for 24 hours.
Dark Delirium (Recharge 5-6). Urphania can plunge a creature it can see within 60ft of it into an nightmarish landscape. They must make a DC 24 Wisdom save or become frightened or charmed by her for 1 minute or until concentration ends/the effected creature takes damage. Until this illusion ends, the creature thinks it is lost in a misty realm, the appearance of which you choose. The creature can see and hear only itself, Urphania, and the illusion.
3/round.
(1 Action) Cantrip. Urphania uses a cantrip.
(2 Actions) Spell. Urphania casts a spell.
(2 Actions) Dark Delirium (Recharge 5-6). Urphania uses her Dark Delirium ability.
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Posted Feb 21, 2020Please add the [ spell ] [ /spell ] tags on her spell list. Dndbeyond's integration spell hyperlinks makes it much easier to run spellcasters.