Adalwolf

Adalwolf

Medium Night Hag, Coven member, Neutral Evil

Armor Class 18 (natural armour)
Hit Points 165 20d12+45
Speed: 30 ft

STR

18
( +4 )

DEX

15
( +2 )

CON

18
( +4 )

INT

17
( +3 )

WIS

15
( +2 )

CHA

17
( +3 )

Skills Deception +9, Insight +7, Perception +7, Stealth +7
Damage Resistances Cold, fire, bludgeoning, piercing, and slashing from nonmagical weapons not made with silvered weapon
by Colonel 101
Senses darkvision 120ft, passive Perception 17
Languages Abyssal, Common (all), Infernal, Primordial
Challenge Rating 17
Proficiency Bonus +4

Description

Hulking twisted female with horns, purple skin and thick matted black hair.

Ideals

I am the one to rule in place of our Baba

Bonds

The Coven is strong, long may it last

Flaws

I am dominant over all

Suggested Environments

In Eastern Europe or the Feywild

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 20, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components.

At will: chill touch, detect magic, magic missile

1/day: anitmagic field

2/day: blight, inflict wounds, plane shift (self only), ray of enfeeblement, sleep

3/day: counterspell, fireball, lightning bolt, minor illusion, toll the dead


Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.   Force of Will. Adalwolf gets adbvantage on Wisdom saving throws.

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 5d8+4 slashing damage.   Change Shape. Adalwolf 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. Adalwolf magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Adalwolf must have a heartstone in her possession.   Nightmare Haunting (1/Day). While on the Ethereal Plane, Adalwolf 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 Adalwolf's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.   Vorpal Sword. Melee Weapon Attack +7 to hit, reach 5ft, one target. Hit 8 1d8+3 single handed, or 9 1d10+3 twohanded.She gains a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. Proficiency with a longsword allows the user to add their proficiency bonus to the attack roll for any attack madee with it.

Bonus Actions

Call the Jabberwocky. As a bonus action, Adalwolf can summon the Jabberwocky to appear & attack. t goes in the same initiative order as Adalwolf, right after her attacks.


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