Annis Hag

Volo's Guide to Monsters p. 159,

Tamaño
Grande
Tipo
fey
Alineamiento
caótico malvado
CA
17 (natural armor)
Puntos de golpe
75 (10d10+20)
Velocidad
walk 40 ft.
Salvaciones
Con +5
Habilidades
Deception +5, Perception +5
Resistencias
cold; bludgeoning, piercing, slashing from nonmagical attacks
Sentidos
darkvision 60 ft.
Percepción pasiva
15
Idiomas
Common, Giant, Sylvan
Desafío
6
Linaje
Hag
Entorno
mountain, hill
FUE
21
+5
DES
12
+1
CON
14
+2
INT
13
+1
SAB
14
+2
CAR
15
+2

Rasgos

Hag Coven

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, the result is usually chaos.

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.

Innate Spellcasting

The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:

  • 3/day each: disguise self (including the form of a Medium humanoid), fog cloud

Shared Spellcasting (Coven Only)

While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell 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.

Variant: Death Coven

For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following 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 slots): circle of death

Variant: Nature Coven

For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following 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 slots): wall of thorns

Variant: Prophecy Coven

For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:

  • 1st level (4 slots): bane, bless
  • 2nd level (3 slots): augury, detect thoughts
  • 3rd level (3 slots): clairvoyance, dispel magic, nondetection
  • 4th level (3 slots): arcane eye, locate creature
  • 5th level (2 slots): geas, legend lore
  • 6th level (1 slots): true seeing

Acciones

Multiattack

The annis makes three attacks: one with her bite and two with her claws.

Bite

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) piercing damage.

Claw

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.

Crushing Hug

Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature.

Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Conjuros

disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite, false life, inflict wounds, gentle repose, ray of enfeeblement, animate dead, revivify, speak with dead, blight, death ward, contagion, raise dead, circle of death, entangle, speak with animals, flaming sphere, moonbeam, spike growth, call lightning, plant growth, dominate beast, grasping vine, insect plague, tree stride, wall of thorns, bane, bless, augury, detect thoughts, clairvoyance, dispel magic, nondetection, arcane eye, locate creature, geas, legend lore, true seeing

Espacios de conjuro

0,4,3,3,3,2,1

Otros datos

description

Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.

Tormenting the Weak: Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry.

Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to "be good, or the annis will get you."

Child Corrupter: When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the "bad seed" and must face the awful decision of whether the child should be punished or exiled.

Tribe Mother: Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.

Covens: An annis hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP).

Iron Token: An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it.

A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.