Auntie Agatha
The Ashgrove Coven CR: 5
STR
18 +4
DEX
12 +1
CON
16 +3
INT
13 +1
WIS
14 +2
CHA
14 +2
Shared Spellcasting. While all three members of the coven are within 30 feet of one another, they can each cast the following spells, but must share the spell slots among themselves:
- 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
- At Will: dancing lights, minor illusion, vicious mockery.
Mimicry. Each member of the coven 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: 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.
Lair Actions
On initiative count 20 (losing initiative ties), the coven can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:
- Until initiative count 20 on the next round, the coven can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.
- The coven targets any number of doors and windows that they can see, causing each one to either open or close as they wish. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until they choose to make them unlocked, or until they use this lair action again to open them.
- One of the hags creates an illusory duplicate of herself, which appears in its own space. As long as she can see her duplicate, the hag can move it a distance equal to her walking speed as well as make the illusion speak on her turn (no action required). The illusion has the same statistics as the hag but can't take actions or reactions. It can interact with its environment and even pick up and hold real objects. The illusion seems real in every way but disappears if it takes any amount of damage. Otherwise, it lasts until the hag dismisses it (no action required) or can no longer see it. If the hag uses this lair action to create a new duplicate, the previous one vanishes, dropping any real objects in its possession.
Physical Description
General Physical Condition
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