Coven Winter Hag

Medium Fey, (CR 9)

Armor Class 17

Hit Points 135 (18d8+54)🎲

Speed 30 ft.


STR

18 (+4)

DEX

16 (+3)

CON

16 (+3)

INT

16 (+3)

WIS

16 (+3)

CHR

18 (+4)


Skills

Senses darkvision 60 ft., passive Perception 16

Languages Common, Draconic, Sylvan

Challenge Rating 9

Actions

Multiattack.

The hag attacks with its claws and uses Ice Bolt.

Claws.

Melee Weapon Attack: +7 to hit reach 5 ft. one target. Hit: 15 (2d10 + 4) slashing damage.

Ice Bolt.

Ranged Spell Attack: +7 to hit range 60 ft. one creature. Hit: 15 (2d10 + 4) cold damage and the target makes a DC 15 Constitution saving throw. A creature under the hags curse automatically fails this saving throw. On a failure the creature is restrained as it begins to turn to ice. At the end of the creatures next turn the creature repeats the saving throw. On a success the effect ends. On a failure the creature is petrified into ice. This petrification can be removed with greater restoration or similar magic.

Shapeshift.

The hag magically polymorphs into a Small or Medium humanoid or back into its true form. Its statistics are the same in each form. Equipment it is carrying isnt transformed. It retains a streak of white hair in any form. It returns to its true form if it dies.

Invisibility (2nd-Level; V, S, Concentration).

The hag is invisible for 1 hour. The spell ends if the hag attacks or casts a spell.

Cone of Cold (5th-Level; V, S).

Frost blasts from the hag in a 60-foot cone. Each creature in the area makes a DC 15 Constitution saving throw taking 36 (8d8) cold damage on a failure or half damage on a success.

Wall of Ice (6th-level; V, S, Concentration).

The hag magically creates a wall of ice on a solid surface it can see within 120 feet. The wall is flat 1 foot thick and can be up to 50 feet long and 20 feet high. The wall lasts for 10 minutes. Each 10-foot section has AC 12 30 hit points vulnerability to fire damage and immunity to cold poison and psychic damage. Destroying a 10-foot section of wall leaves behind a sheet of frigid air in the space the section occupied. A creature moving through the sheet of frigid air for the first time on a turn makes a Constitution saving throw taking 17 (5d6) cold damage on a failed save or half damage on a success.

If the wall enters a creatures space when it appears, the creature is pushed to one side of the wall (hags choice).

The creature then makes a Dexterity saving throw taking 35 (10d6) cold damage on a failed save or half damage on a success.


sizeMedium

typeFey

group

alignment

strength_save

dexterity_save

constitution_save6

intelligence_save

wisdom_save6

charisma_save

perception

damage_vulnerabilities

damage_resistancescold

damage_immunities

condition_immunities

cr9

reactionsname: Ice Shield,desc: The hag adds 3 to its AC against one melee attack that would hit it made by a creature it can see. If the attack misses, the attacker takes 14 (4d6) cold damage.

legendary_desc

legendary_actions

special_abilitiesname: Curse,desc: A creature that accepts a gift from the hag is magically cursed for 30 days. While it is cursed, the target automatically fails saving throws against the hags charm person, geas, and scrying spells, and the hag can cast control weather centered on the creature.,name: Icy Travel,desc: The hag is not hindered by cold weather, icy surfaces, snow, wind, or storms. Additionally, the hag and her allies leave no trace when walking on snow or ice.,name: Innate Spellcasting,desc: The hags innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components: At will: charm person, dancing lights, invisibility, minor illusion, passwall (ice only), 1/day: control weather (extreme cold), geas, scrying, 1/day each: cone of cold, wall of ice

spell_list

page_no272

document__license_urlhttp://open5e.com/legal

document__slugmenagerie

document__titleLevel Up Advanced 5e Monstrous Menagerie

document__urlhttps://www.levelup5e.com

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Level Up Advanced 5e Monstrous Menagerie, page no. 272
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