Large Fey, Chaotic Evil
Armor Class 19 Natural Armor
Hit Points 218 (19d12 + 95)
Speed 50 ft.
STR
26 (+8)
DEX
14 (+2)
CON
20 (+5)
INT
16 (+3)
WIS
18 (+4)
CHA
20 (+5)
Saving Throws STR +13, CON +10, WIS +9, CHA +10
Skills Deception +10, Perception +10
Damage Resistances Cold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Paralyzed, Stunned
Senses Darkvision 60 ft, Passive Perception 20
Languages Common, Giant, Sylvan
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells:

at will: Disguise Self (including the form of a Medium humanoid), Fog Cloud

3/day each: Erupting Earth

Legendary Resistance (3/Day). If the night hag fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The annis makes three attacks: one with her bite and two with her claws.

Bite. Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) piercing damage.

Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d8 + 8) slashing damage.

Crushing Hug. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 57 (9d10 + 7) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 57 (9d10 + 8) bludgeoning damage at the start of each of the hag’s turns. The hag can’t make attacks while grappling a creature in this way.

Legendary Actions

The annis hag 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. The night hag regains spent legendary actions at the start of its turn.

Claw. The annis hag makes one claw attack.

Fog. The hag casts Fog Cloud

Enlarge/Reduce. The hag casts or dispells Enlarge/Reduce at herself.

Bring down the foe (Costs 2 Actions). The hag casts Earthbind

Mythic Actions

Enter the description for how mythic actions work for your monster here.

Mythic Action Name (Costs # Actions). Enter the description for your mythic action.

Lair and Lair Actions

Lair Actions

On initiative count 20 (losing initiative ties), the annis hag takes a lair action to cause one of the following effects; the annis hag can’t use the same effect two rounds in a row:

  • Until initiative count 20 on the next round, the hag 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 wishes. 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.
  • The hag creates a thick cloud of caustic black smoke that fills a 20-foot-radius sphere centered on a point she can see within 120 feet her. The cloud lasts until initiative count 20 on the next round. Creatures and objects in or behind the smoke are heavily obscured. A creature that enters the cloud for the first time on a turn or starts its turn there takes 10 (3d6) acid damage.

Regional Effects

The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:

  • Enter a regional effect description.
  • Enter a regional effect description.

If the [monster name] dies, these effects fade over the course of #d# days.

neburiveS

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