Water Form. The water hag can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
Freeze. The water hag can paralyze a target with a loud shriek of rage.
Fast Travel. The water hag can disappear under water and seemingly teleport significantly closer to a target.
Multiattack. The elemental makes two slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.
Whelm (Recharge 4–6). Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.
The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength and succeeding.
Water hags have a deadly sense of smell and healing, despite their waterlogged sight. High perception.
Description
Water hags appear to be old women from afar, until the target grows closer and sees them for what they actually are: demonically cursed wenches forced to haunt dirty water sources. They boast thick, scaly hide and massive bone structures.
Lair and Lair Actions
Water hags will reside in anything from tree hollows to underwater caverns.
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