Endelyn Moongrave

Endelyn, also known by the names Creeping Lyn and Bitter End, is the youngest member of the Hourglass Coven. People come to her to learn about their futures, which she spells out through grotesque theatrical pageants. As payment, she snatches away a portion of each client's free will, preventing them from taking certain courses of action in their lives. Her petitioners often learn of a dreadful fate that awaits them but find themselves unable to prevent it due to the cursed terms of their deal.

 

Endelyn's obsession with tragedy and hopelessness extends to her own life; she has foreseen her own demise during a solar eclipse. In the depths of her castle, a lightning-powered device called the Orrery of Tragedies clicks and turns day and night, giving Endelyn glimpses of her terrible fate.

 

Alignment. Neutral evil.

Personality Trait. "I have foreseen not only this moment but the next as well. Nothing surprises me."

Ideal. "Each of us gets to play the lead in our own tragedy, but if you can't be bothered to put on a good show before you die, don't waste my time."

Bond. "My world is the stage, and my theater is of paramount importance to me."

Flaw. "My death will occur during an eclipse. That is my doom, and I can't change it, but I will do everything in my power to forestall it."

 

Endelyn's Appearance

 

Endelyn's emaciated form is hidden under the layers of her elaborate costume. Part dress, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy "theater curtain" veil. The outermost layers of her dress open to reveal a marionette theatre, and she manipulates her puppets using an arrangement of artificial hands that nestles in the folds of fabric. She travels about Yon on her ornithopter of flying.

 

Endelyn is considerd an Auntie Hag

 

According to Volo's Guide to Monsters (Chapter 1), the powers of auntie and grandmother hags include lair actions and regional effects.

 

Lair Actions. Grandmother hags always have access to lair actions, while powerful aunties or covens with aunties in their membership may also utilize lair actions.

 

*Aunties usually have access to one Lair Action, but if they are in a coven, they may have access to 3-5 Lair Actions, but only during certain times of the year, or after performing incredibly powerful, difficult rituals.

*A grandmother hag has access to 3-5 Lair Actions, and her coven may also access these abilities, but the grandmother's will always prevails in the case of conflicting actions.

 

Regional Effects. Not all hags' lairs affect the surrounding area in any measurable way, but most of them do; this is not unique to aunties and grandmothers. That said, a normal hag's influence creates 3-5 regional effects, while covens, aunties, and grandmothers usually create more.

 

*An auntie or a grandmother usually has an additional, more powerful regional effect or two that can cause more direct harm to intruders. Aunties might have one or two of these, while grandmothers could have as many four.

*A coven that shares territory usually has the upper range of regional effects (4 or 5). If at least one of them is an auntie or grandmother, then they may be able to access additional, more dangerous ones, but remember that these effects will tend to only exist closer to the territory specifically claimed by the most powerful hag in the coven.

 

Additional Abilities

 

Aunties and grandmothers are more than just a way to add lair actions and regional effects, although using them for that purpose is fine. Instead, you should feel emboldened to really make these creatures stand out in terms of power level and abilities. Here are several ideas.

 

Aunties. An auntie hag might have the maximum number of hit points for their hit dice. They may also have at least one major magic item or an equivalent item that can perform the same function; see Magic Item Tables F through I in the Dungeon Master's Guide. It may be a version of the item that is useless in the hands of anyone but the hag, or it may have a very limited number of uses, so that it doesn't fall into the hands of the adventurers (although they may appreciate the item as a reward for such a beefed up enemy!).

 

Aunties may also be able to cast coven spells without having the other members close by; the distance could be line of sight or 1 mile instead of 30 feet. Finally, you might give an auntie access to an additional ability beyond the lair actions and regional effects, often in the form of a more utilitarian power. Examples include many of the monster features you can find in the section on building new monsters (DMG Chapter 9), though many of these (marked with an asterisk) would increase the hag's challenge by at least 1.

 

*Amphibious (see kuo-toa)

*Avoidance* (see demilich)

*Breath weapon* (see dragon)

*Etherealness (already an ability of night hags)

*Frightful presence (see dragon)

*Incorporeal movement (see ghost)

*Legendary resistance* 3/day (see ancient black dragon)

*Life drain (see wight)

*Parry (see hobgoblin warlord)

*Reactive* (see marilith)

*Regeneration* (see troll)

*Spider climb (see ettercap)

*Swallow* (see behir; the creature must be medium or smaller, and is actually in a pocket dimension within the hag)

Mother and child


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