Medium Fey, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft., Swim 30 ft.
STR
18 (+4)
DEX
12 (+1)
CON
16 (+3)
INT
13 (+1)
WIS
14 (+2)
CHA
14 (+2)
Saving Throws CON +5, WIS +4
Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Senses Darkvision 60 ft., Passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 3 (700 XP)
Proficiency Bonus +2
Traits

Amphibious. The hag can breathe air and water.

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:

At will: dancing lights, minor illusion, vicious mockery

Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.

Actions

Fear dust (3/day). Auntie Grimshaw reaches into a pouch around her waist and throws a fine powder over target creature, target creature then makes a DC 15 Constitution saving throw. On a failed save the target is then frightened  and their moving speed is now 0, until the end of Auntie Grimshaw next turn. Creatures may repeat saving throw at the end of their turn.

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion 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 smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.

Invisible Passage. The hag 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.

Legendary Actions

Auntie Grimshaw can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Auntie Grimshaw regains spent legendary actions at the start of his turn

Claw Attack. Auntie Grimshaw makes a claw attack.

Fear Dust. Auntie Grimshaw uses her fear dust action

Description

Auntie Grimshaw is malicious and unforgiving being, once wronged she will never forget. Long before man had began to over take her forest Auntie Grimshaw and her sisters had ruled over the untouched wilds, terrorizing passing travelers, and researching the alchemy long lost to other races. As civilization encroached upon their woods her sisters and her were quickly hunted, while Grimshaw survived her sisters didn't fair as well as herself. With her coven destroyed and her powers halved, she began to plot her rise to power using the alchemy she had aquired and her cunning.

Monster Tags: Hag

Habitat: ForestHillSwamp

billdozer95

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