Amphibious. The hag can breathe air and water.
Spellcasting. Amanita is an 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She has the following spells prepared:
Cantrip (at will): Acid Splash, Chill Touch, Eldritch Blast, Infestation, Poison Spray, Primal Savagery, Sapping Sting, Toll the Dead
1st Level (4 slots): Cause Fear, Hellish Rebuke, Fog Cloud
2nd Level (3 slots): Blindness/Deafness, Ray of Enfeeblement
3rd Level (3 slots): Animate Dead, Counterspell, Dispel Magic, Speak with Dead, [Tooltip Not Found], [Tooltip Not Found], Vampiric Touch
4th Level (3 slots): Dimension Door, Shadow of Moil
5th Level (3 slots): Compulsion, Confusion, Danse Macabre, Enervation, Negative Energy Flood
6th Level (1 slot): Circle of Death
7th Level (1 slot): Finger of Death
Legendary Resistance (3/Day). If Amanita fails a saving throw, she can choose to succeed instead.
Pox Rod. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 - 1) bludgeoning damage plus an additional 16 (2d10) necrotic and regain 4 (1d6) hit points.
Halo of Spores. You can use your reaction to deal 1d6 necrotic damage to one creature you can see when it moves into a space within 10 feet of you or starts its turn there, if it fails a CON saving throw (DC 17).
Misty Escape. When you take damage, you can use your reaction to turn invisible and teleport up to 60 ft. to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell.
Beguiling Defenses. When another creature attempts to charm you, you can use your reaction to attempt to turn the charm back on that creature, unless it succeeds on a WIS saving throw (DC 18), for 1 minute or until the creature takes any damage
Amanita can take 3 legendary actions, choosing from the options below. She can only take one legendary action at a time and only at the end of another creature's turn. Amanita regains spent legendary actions at the start of her turn.
Staff Strike. Amanita makes a melee attack.
Cantrip. Amanita casts a Cantrip
Movement. Amanita moves up to her movement speed without provoking an attack of opportunity.
Fungal Rejuvenation (Costs 3 actions). Amanita regains 24 hit points
Description
What was once a woman of Wood Elf heritage has become a living blight. Green skin is barely visible under a cloak of moss and fungus. Stark white, papery hair cascades out of the hood and frames the face of the fallen Druid. Where her eyes should be, just a patch of skin covers vacant holes. Her yellow toothed grin is unsettling, further compounded as a grey, worm-like tongue licks at cracked lips. Her hands end in fingers with double joints and blackened claws. She clutches at a staff made of a spongey black wood topped with a large capped, flared mushroom.
Lair and Lair Actions
What was once a most holy basilica to Corellon Larethian, now nothing more than a place that nothing short of a divine intervention to restore to its former glory. The once proud stone structure is covered in climbing vegetation, fungal growth, and scars of desecration mar the surface. Images and statues to the Archeart are either destroyed or succumbed to rot. Effigies of hag influence hang from the ceiling and from doorways.
Until Initiative count 20 on the next round, Amanita can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
The hag targets any number of doors and windows that she can see, causing each one to either open or close as she chooses. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.
Amanita creates an illusionary duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as Amanita, but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way, but disappears if it takes any amount of damage. Otherwise, it lasts until Amanita dismisses it (no action required) or can no longer see it. If Amanita uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.
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