Encounter 1 - lvl 5 to 10 in Alantrus | World Anvil

Encounter 1 - lvl 5 to 10

2x Green Hag Medium fey , neutral evil   Armor Class 17 (Natural Armor) Hit Points (11d8 + 33) Speed 30 ft.   STR 18 (+4) DEX 12 (+1) CON 16 (+3) INT 13 (+1) WIS 14 (+2) CHA 14 (+2)   Skills Arcana +3, Deception +4, Perception +4, Stealth +3 Senses Darkvision 60 ft., Passive Perception 14 Languages Common, Draconic, Sylvan Challenge 3 (700 XP) Proficiency Bonus +2   Amphibious. The hag can breathe air and water.   Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:   At will: dancing lights, minor illusion, vicious mockery   Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.   Actions Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.   Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.   The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.   Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.   1x Azer Medium elemental , lawful neutral   Armor Class 17 (Natural Armor, Shield) Hit Points (6d8 + 12) Speed 30 ft.   STR 17 (+3) DEX 12 (+1) CON 15 (+2) INT 12 (+1) WIS 13 (+1) CHA 10 (+0)   Saving Throws CON +4 Damage Immunities Fire, Poison Condition Immunities Poisoned Senses Passive Perception 11 Languages Ignan Challenge 2 (450 XP) Proficiency Bonus +2   Heated Body. A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.   Heated Weapons. When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).   Illumination. The azer sheds bright light in a 10-­foot radius and dim light for an additional 10 feet.   Actions Warhammer. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.

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