Legendary Resistance (3/Day). If the lich fails a saving throw, it can choose to succeed instead.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.
Etherealness. The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
Nightmare Haunting (1/Day). While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
Black Morwen 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. Black Morwen regains spent legendary actions at the start of its turn.
Cantrip. Black Morwen casts a cantrip.
Diseased touch (Costs 2 Actions). Black Morwen tocuhes a creature within range and infects them with a constricting disease, paralyzing them for the next round.
Mind Invasion (Costs 2 Actions). Black Morwen enters the mind of one creature it can see within 20 feet of it, filliong their thoughts with horrific images and invasive ideas. The target must succeed on a DC 16 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Black Morwen's mine invasion ability for the next 12 hours.
Corrupt Sanity (Costs 3 Actions). Black Morwen can choose up to 3 creatures she can see within 20 feet must make a DC 16 Constitution saving throw, taking 16 (4d6) psyhic damage on a failed save, or half as much damage on a successful one.
Lair and Lair Actions
Lair Actions. On initiative count 20 (losing initiative ties), Black Morwen can take a lair action to cause one of the following effects; Black Morwen cannot use the same effect two rounds in a row:
• Sickly black vines erupts from a point on the ground Black Morwen can see within 120 feet of it, creating a 20-foot-wide, 1-foot-thick wall that fires a volley of large thumb sized thorns at anything within a 20-foot-cone. Each creature in the area of affect must make a DC 16 Dexterity saving throw, taking 15 (4d6) piercing damage on a failed save, or half as much damage on a successful one.
• A series of vines explode from the ground, covered in boils and postules in a 60-foot radius around Black Morwen. Each creature other than Black Morwen on the ground in that area must succeed on a DC 16 Dexterity saving throw or be knocked prone, with that area now becoming difficult terrain.
• Deep red fungal spores burst in a 20-foot-radius sphere centered on a point Black Morwen can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the spores must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.
Regional Effects. The orchards of Shrewston are warped by Black Morwens sickening presence, which creates one or more of the following effects:
• Disease grips the land within a controlled area, rotting all food and life that enters.
• Any creature that enters becomes diseased, and must make a Constitution save or fall unconscious.
• Any natural wildlife that happen to find their way inside become warning vessels and cannot die, yet can rot, entering into a state of limbo and undeath.
If Black Morwen could be killed, these effects fade over the course of 1d10 days.
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