Granny Barrowbye

Granny Barrowbye

Medium Green Hag, Coven Member, Chaotic Evil

Armor Class 17 (natural armour)
Hit Points 82 11d8+13
Speed: 30ft 30ft

STR

18
( +4 )

DEX

12
( +1 )

CON

16
( +3 )

INT

13
( +1 )

WIS

14
( +2 )

CHA

20
( +5 )

Saving Throws Cha +6
Skills Arcana +6, Deception +5, Perception +4, Stealth +3
by Colonel 101
Senses Darkvision 60 ft, passive Perception 14
Languages Common (all), Draconic, Sylvan
Challenge Rating 15
Proficiency Bonus +3

Ideals

Hags chall rule the Material Realm

Bonds

My Sisters are only worth considering

Flaws

Hags are the only race to truly know how to use magic

Innate Spellcasting. Barrowbye's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components.   Cast four per day: Charm Person, Disguise Self, Magic Missile, Ray of Sickness

At will: Dancing Light, Minor Illusion, Vicious Mockery.

1/day: Antimagic Field, Time Stop

2/day: Dominate Person, Eyebite, Mass Suggestion, Ptoject Image, Wall of Force

3/day: Counterspell, Darkness, Fireball, Lightning Bolt, Locate Creature, Nondetection, See Invisibility


Amphibious. Barrowbye can breathe air and water.   Mimicry.  Barrowbye can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 16 Wisdom (Insight) roll.   Powerful Evocker. Barrowbye can add her Charisma bonus to every Wizard Evocation spell when she rolls for damage.

Actions

Claws. Melee Weapon Attack +7 to hit, reach +5 ft, one target. Hit 13 2d8+4 slashing damage.   Illusionary Appearance. Barrowbye 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 Barrowbye 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, Barrowbye could appear to have smooth skin, but someone touching her would feel her rough skin. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Barrowbye is disguised.   Invisible Passage. Barrowbye 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 only be tracked by magic. Any equipment she wears or carries is invisible with her.

Lair Actions

Call the Scarecrows. Granny Barrowbye calls up to 6 1d6 Scarecrows from her gardens to aid her. They go in her initiative order after her.


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