Medium Fey, Chaotic Evil
Armor Class 16 (natural armor)
Hit Points 73 (10d8 + 30)
Speed 30 ft., Swim 40 ft.
STR
16 (+3)
DEX
13 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
14 (+2)
CHA
14 (+2)
Senses Darkvision 60 ft., Passive Perception 11
Languages Aquan, Common, Giant
Challenge 10 (5,900 XP)
Proficiency Bonus +4
Traits

Amphibious. The hag can breathe air and water.

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.

Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:

1st level (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object

3rd level (3 slots): bestow curse, counterspell, lightning bolt, fear

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite, Permanency

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier.

Actions

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.

Legendary Actions

Auntie Driftwood has 3 legendary actions that she regains at the beginning of her turn

  • (2) Death Glare. Auntie Driftwood uses her Death Glare ability
  • (1) Seaweed Shackles Auntie Driftwood makes a grapple check against a creature within 30 feet causing seaweed to grow out of the nearest surface and entangle the creature, it is restrained til the end of its next turn
  • (3) Whirlpool. Auntie Driftwood conjures a whirlpool as with the Control Water spell, she is immune to the effects of this spell

 

Lair and Lair Actions

  • Seaweed Clone. Auntie Driftwood chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.
  • Auntie Driftwood casts the entangle with a DC of 15  at any point in the lair.
  • Ink Clouds. Auntie Driftwood creates up to four 10-foot cubes of water are filled with ink that obstructs vision for all but the hag. These last for one minute or until dispelled or moved by a current
  • Rejuvenating Bite. Auntie Driftwood eats a fish from her lair and regains 2d8+4 hitpoints

Monster Tags: Hag

Habitat: CoastalUnderwater

Bard

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