Spellcasting. The hag is a 9-level spellcaster. Get spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). Doreen has following Wizard spells prepared:
Cantrips (at will): Acid splash, Lightning lure, Shape Water, Thunderclap
1st level (4 slots): Acid stream, Alarm, Catapult, Cause Fear, Expeditious retreat, Hideous laughter
2nd level (3 slots): Acid arrow, Crown of Madness, Locate object, Blindness/Deafness
3rd level (3 slots): Bestow curse, Remove curse, Counterspell, Stinking cloud
4th level (3 slots): Black tentacles, Confusion, Greater invisibility, Dimension door
5th level (1 slot): Scrying, Geas
Multiattack. The hag makes three attacks: one with her bite and two with her claws.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 6) slashing damage.
Crushing Hug. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 6) bludgeoning damage, and the target is grappled {escape DC 16) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 6) 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.
Vicious Reprisal.
In response to taking damage from a melee attack, the hag makes a claw attack against a random creature within 5 feet of her.
Can take 3 Legendary Actions, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Spent legendary actions are regained at the start of each turn.
Detect (Costs 1 Action). The hag makes a perception check.
Jump (Costs 1 Action). The hag leaps up to half her movement speed in any direction.
Cantrip (Costs 2 Actions). The hag can use any cantrip once.
Lair and Lair Actions
Doreen's Hut: The hut is a magical constrict of considerable size. While resting on its pilings it may resemble a rough hut within the swamps and marshes, or a floating home among the channels and pools around her home, further inspection reveals this to be false. On command it rises up on enormous birdlike legs, wide lobed toes allowing it to swim or walk across the muck and mud with ease.
Lair Actions On initiative count 20 (losing initiative ties), the hag takes a lair action to cause one of the following effects; the 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 causes trapdoors in the floor of her hut to drop enemies into the water or onto the ground.
- 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.
Previous Versions
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7/17/2022 8:46:43 PM
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Coming Soon
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