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Bibi Hiltherbleat

Aunty

Member of the coven Hiltherbleat.
SRD

Hag, Night

Medium fiend, neutral evil
Armor Class 17 (natural armor)
Hit Points 112 ( 15d8+45 )
Speed 30ft

STR
18 +4
DEX
15 +2
CON
16 +3
INT
16 +3
WIS
14 +2
CHA
16 +3

Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 5 (1,800 XP)


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.


Actions

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.


 

Hag

When Hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However each of the hags continues to desire more personal power.



A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, without the supervision of the Covet. The result is usually chaos.



Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the spells list but must share the spell slots among themselves:



1st level (4 slots): Identify, Ray of Sickness

2nd level (3 slots): Hold Person, Locate Object

3rd level (3 slots): Bestow Curse, Counterspell, Lightning Bolt

4th level (3 slots): Phantasmal Killer, Polymorph

5th level (2 slots): Contact Other Plane, scrying

6th level (1 slots): Eyebite





For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag’s Intelligence modifier, and the spell attack bonus is 4+the hag’s Intelligence modifier.



Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.



A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.



Variant: Death Coven. For a death coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:



1st level (4 slots): false life, inflict wounds

2nd level (3 slots): gentle repose, ray of enfeeblement

3rd level (3 slots): animate dead, revivify, speak with dead

4th level (3 slots): blight, death ward

5th level (2 slots): contagion, raise dead

6th level (1 slot): circle of death



Variant: Nature Coven. For a nature coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:
1st level (4 slots): entangle, speak with animals

2nd level (3 slots): flaming sphere, moonbeam, spike growth

3rd level (3 slots): call lightning, plant growth

4th level (3 slots): dominate beast, grasping vine

5th level (2 slots): insect plague, tree stride

6th level (1 slot): wall of thorns



Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells:

1st level (4 slots): bane, bless

2nd level (3 slots): augury, detect thoughts

3rd level (3 slots): calirvoyance, dispel magic, nondetection

4th level (3 slots): arcane eye, locate creature

5th level (2 slots): geas, legend lore

6th level (1 slot): true seeing
Children

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