Myrna Nightbloom, The Night Hag of Irristal (Mer-na Night-bloom)
The Witch of Irristal
Myrna Nightbloom, The Night Hag of Irristal CR: 12
STR
18 +4
DEX
16 +3
CON
17 +3
INT
16 +3
WIS
14 +2
CHA
16 +3
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:
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. Curse of Hunger for Crawling Things(1/day). Myrna physically touches a creature, cursing them with dark magic. A protection from evil and good spell cast on the target prevents this contact. The target makes a Wisdom Saving throw with a DC of 15+Myrna's Intelligence modifier. On a failed save the target is compelled to dig into the earth and eat insects, worms, maggots, and anything else that crawls through the dirt. The target gorges itself for 1 hour or until the curse is lifted, whichever comes first. After one hour the target is compelled to move to a location designated by Myrna and deliver a message of her choosing before detonating in a 30 ft radius. The explosion deals 6d8+8 bludgeoning damage and witnesses of the explosion must succeed on a Wisdom saving throw with a DC of 12+ Myrna's Intelligence modifier, or be frightening for 1 min. On a successful save, creatures cannot be frightened again this way for 24 hours. The curse may only be lifted using a Greater Restoration spell.
Legendary Actions
Myrna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Myrna regains spent legendary actions at the start of its turn. Claws: Myrna makes a claw attack Spellcasting: Myrna makes a spell attack of her choosing if she is able. Etherealness(Costs 2 actions): As long as Myrna still possess her heartstone
Lair Actions
On initiative count 20 (losing initiative ties), Myrna rolls a d20. On a result of 11 or higher, she takes a lair action to cause one of the following effects. Myrna can’t use the same effect two rounds in a row.
- The forest turns on all non-evil aligned beings within it, acting under the Hags cruel influence. Vines and roots lash the targets and they must succeed on a DC 16 Dexterity Saving Throw or be restrained for 1 minute. Each creature may repeat the saving throw at the end of their turn.
- Myrna curses a target she can see within 60 ft with dark magic. They must succeed on a DC 18 Constitution saving throw or be unable to regain hit points until the start of their next turn.
- Myrna calls upon the corrupted creatures of her domain. Summoning 1d4 Direwolves or 2 Phase Spiders. (This action can only occur once per day.)
Myrna has hidden herself deep within the Irristal Timberland, steadily corrupting the once pristine Asa'rae woodland with her malevolence. Near it's heart, rests Myrna's hut, carved from candy to lure children inside. In her forest, Myrna has access to lair actions and additional uses of her legendary actions. Her forest also has unique traits. If Myrna resides in her lair she has a challenge rating of 16.
Regional Effects
Myrna's corruption has twisted the forest into a dark reflection of its former self. The forest may have one or all of the follow effects in place.
- The first time a non-evil creature enters the forest area, the creature takes 16 (3d10) necrotic damage.
- The forest is warded against the magical travel of creatures Myrna hasn’t authorized. Such creatures can’t teleport into or out of the forest area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the forest as long as they aren’t used to leave or enter the the forest's area
- Creatures that travel for extended periods within the forest become more susceptible in mental influence. They may hear, see, or feel things that are not truly there.
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