Drexel

The Three Hags of Lake Telzyn

Aug 18th, 2023 (edited)
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  1. The Three Hags of Lake Telzyn: Repugna, Griselda, and Revulsa
  2.  
  3. Medium fey, chaotic evil
  4.  
  5. Armor Class 16 (natural armor)
  6.  
  7. Hit Points 121 (15d8+30)
  8.  
  9. Speed 30 ft. Swim: 30 ft
  10.  
  11. STR 16 (+3)
  12.  
  13. DEX 14 (+2)
  14.  
  15. CON 14 (+2)
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  17. INT 19 (+4)
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  19. WIS 15 (+2)
  20.  
  21. CHA 16 (+3)
  22.  
  23. Saving Throws Wis +5, Cha +6
  24.  
  25. Skills Deception +6, Nature +6, Arcana +7, Perception +5, Stealth +5
  26.  
  27. Senses passive Perception 15
  28.  
  29. Languages Sylvan, Abyssal, Common
  30.  
  31. Challenge 6 (2,300 XP)
  32.  
  33. Traits
  34.  
  35. Hag Coven: When all three hags are within 30 feet of one another, they can each use the spellcasting feature of a full coven hag and are treated as a coven. (Refer to Hag Coven rules in the monster manual for their shared spellcasting abilities.)
  36.  
  37. Mistress of the Lake: All three hags can walk on water or breathe underwater without any time limitation.
  38.  
  39. One with the Woods: While the hag remains motionless in forest terrain or lakeside terrain, she is indistinguishable from an old, decomposing log or tree stump.
  40.  
  41. Innate Spellcasting: The hag’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). They can innately cast the following spells, requiring no components:
  42.  
  43. Repugna: At will: poison spray, entangle. 3/day: blight, spike growth.
  44.  
  45. Revulsa: At will: minor illusion, charm person. 3/day: suggestion, major image.
  46.  
  47. Griselda: At will: mold earth, thorn whip. 3/day: hold person, earthbind.
  48.  
  49. Actions
  50.  
  51. Multiattack: The hag makes two attacks: one with her claws and one with her special ability.
  52.  
  53. Claw: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  54.  
  55. Repugna's Special Ability:
  56.  
  57. Blight Touch (Recharge 5-6): Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: The target must make a DC 14 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.
  58.  
  59. Revulsa's Special Ability:
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  61. Charm of the Lake (Recharge 5-6): Revulsa sings a haunting melody. Every creature within 30 feet of her that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. Charmed creatures are captivated by the song, standing still and doing nothing else. They get to repeat the saving throw at the end of each of their turns, ending the effect on themselves on a success.
  62.  
  63. Griselda's Special Ability:
  64.  
  65. Rooted Embrace (Recharge 5-6): Griselda touches the ground, causing roots and vines to spring forth in a 15-foot radius. Each creature in that area must succeed on a DC 14 Strength saving throw or be restrained by the entangling plants. A creature restrained by the roots can use its action to make a Strength check against the save DC, freeing itself on a success. The roots and vines wither away after 1 minute.
  66.  
  67.  
  68. Hag Coven Rules:
  69.  
  70. So long as all three members of the hag coven are within 30 feet of each other, they can each cast from the following spell list. While they can cast individually, they must share the spell slots between them.
  71.  
  72. For casting purposes, each Hag is treated as a 12th-level spellcaster using intelligence as her spell casting ability.
  73.  
  74. Spell Save: DC 16
  75. Spell Attack Bonus: +8
  76.  
  77. Lvl Slots Spells
  78. 1 4 Identify, a ray of sickness
  79. 2 3 Hold person, locate object
  80. 3 3 Bestow curse, counterspell, lightning bolt,
  81. 4 3 Phantasmal killer, polymorph
  82. 5 2 Contact Other Plane , scrying
  83. 6 1 Eyebite
  84.  
  85.  
  86.  
  87. Wall of thorns is a concentration spell that can impede movement and does instantaneous damage when it’s cast, requiring a Dexterity saving throw to reduce.
  88. Insect plague is a concentration spell that does continuous damage within a spherical area of effect on a failed Constitution save. It also creates difficult terrain, slowing creatures that move through it.
  89. Tree stride allows a hag to travel up to 500 feet, but as soon as it’s more than 30 feet from its sister hags, the spell ends immediately. Why? Because three hags must all be within 30 feet of one another to have access to coven spells. They can use this spell to confound opponents by popping from tree to tree in a dense wood or orchard, always staying close to their sister hags, but only a seriously wounded hag will use this spell to escape a battle entirely, breaking the coven and abandoning its sisters.
  90. Dominate beast is about the single meanest thing you can do to a Beastmaster ranger, so of course that’s exactly what a hag will use it for. Alternatively, it might order a mount to throw its rider, a pet to attack its master, etc.
  91. Grasping vine is a concentration spell that yanks a target creature 20 feet toward the root square or hex on a failed Dex save. It’s also cast as a bonus action, so it can be combined with an Attack action—or with another hag’s spell.
  92. Call lightning is a concentration spell that does damage each round, requiring a failed Dex save to reduce.
  93. Plant growth is an instantaneous spell that creates overgrown terrain over an enormous area of effect. This is superb for impeding pursuers.
  94. Flaming sphere is a concentration spell that enhances the hag’s action economy by providing a damaging bonus action each round; moreover, after the first round, this bonus action can be combined with casting a leveled spell, since flaming sphere has already been cast. A failed Dex save is required to reduce the damage.
  95. Moonbeam is a concentration spell that does continuous damage within a narrow radius on a failed Con save. It does not enhance the hag’s action economy—on the contrary, it’s a drag on it, because moving the moonbeam requires a full action.
  96. Spike growth is a concentration spell that creates difficult, damaging terrain over a 20-foot radius. The damage is automatic, not subject to an attack roll or a saving throw.
  97. Entangle is the combo ingredient we’ve been missing: a concentration spell that creates difficult terrain across a 20-foot square and restrains creatures in that square on a failed Strength save. Restrained creatures have disadvantage on Dex saves, attack with disadvantage and can be attacked with advantage. They also can’t go anywhere.
  98. Speak with animals is the only spell in this list that isn’t combat-relevant.
  99.  
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