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2016-01-14, 07:27 AM
Shrieking Hag
Medium Fey, Chaotic Evil
Hit Points 13d8 + 36 (88)
Speed 30ft, fly 80ft
AC 18
Str Dex Con Int Wis Cha
20 13 16 11 15 14
+5 +2 +3 0 +2 +2
Saves Wisdom +6, Dexterity +6 Constitution + 7
Skills Deception +6, Persuasion +6, Perception +6, Insight +6, Survival +6
Immunities Cold
Resistances Thunder
Senses Passive Perception 16, Darkvision 60ft
Languages Sylvan, Giant, Auran, Rashemi
Challenge Rating 9 (5000 Xp)
Magic Resistance The marzanna has advantage on saving throws against magic and other spell like effects.
Attacks
The hag makes two attacks with her claws.
Claw Melee weapon attack: +9 to hit, reach 5ft
Hit one target (2d4+9) slashing damage
Rend If both the claw attacks hit, the hag can then latch onto the flesh and tear. This inflicts another 4d4+10 points of slashing damage
Shriek Three times per day, the hag can give voice to a shriek that does 2d6 points of damage to any creature caught within 60ft of the hag and inflicts Confusion on a failed Constitution save (DC13). On a successful save, the damage is halved and the Confusion effect is negated.
Innate Spellcasting
The hags innate spellcasting ability is charisma (Spell save DC 13). She can cast the following spells with no spell components
At will Change Self, Dancing Lights, Ghost Sound, Gust of Wind, Shocking Grasp, Wind Wall
3/Day Charm Person, Control Winds, Improved Invisibility, Suggestion
1/Day Charm Monster, Great Shout, Polymorph Self, Whirlwind.
1/Tenday Control Weather.
Haunting the plains of the Unapproachable East and preying on travellers, the shrieking hag is perhaps the most fearsome of all the hags that are found in the realms. To a shrieking hag, there is nothing more satisfying than driving its victims to madness.
With yellow brown skin that resembles leather, white hands and iron hard talons, shrieking hags are not pretty sights, and they hide this form via innate magic. A shrieking hag will seek to use deception to entice travellers into their lairs before driving them to madness, reserving their physical attacks for dealing with solitary victims.
Magic Spells -
Great Shout
7th level evocation
Casting Time 1 action
Range 60ft
Components V
Duration Instant
You emit a blaring yell that stuns, deafens and damages creatures in a 60ft cone emanating from you. All within the area, on a failed Constitution throw, take 10d6 of thunder damage, and are deafened for 1d4 rounds and are stunned for 1d4 rounds. A successful save negates the damage, and reduces the conditions to 1 round.
This spell cannot penetrate the spell silence.
Creatures with Proficiency in Perception have disadvantage on the saving throw.
More Coming Soon
Medium Fey, Chaotic Evil
Hit Points 13d8 + 36 (88)
Speed 30ft, fly 80ft
AC 18
Str Dex Con Int Wis Cha
20 13 16 11 15 14
+5 +2 +3 0 +2 +2
Saves Wisdom +6, Dexterity +6 Constitution + 7
Skills Deception +6, Persuasion +6, Perception +6, Insight +6, Survival +6
Immunities Cold
Resistances Thunder
Senses Passive Perception 16, Darkvision 60ft
Languages Sylvan, Giant, Auran, Rashemi
Challenge Rating 9 (5000 Xp)
Magic Resistance The marzanna has advantage on saving throws against magic and other spell like effects.
Attacks
The hag makes two attacks with her claws.
Claw Melee weapon attack: +9 to hit, reach 5ft
Hit one target (2d4+9) slashing damage
Rend If both the claw attacks hit, the hag can then latch onto the flesh and tear. This inflicts another 4d4+10 points of slashing damage
Shriek Three times per day, the hag can give voice to a shriek that does 2d6 points of damage to any creature caught within 60ft of the hag and inflicts Confusion on a failed Constitution save (DC13). On a successful save, the damage is halved and the Confusion effect is negated.
Innate Spellcasting
The hags innate spellcasting ability is charisma (Spell save DC 13). She can cast the following spells with no spell components
At will Change Self, Dancing Lights, Ghost Sound, Gust of Wind, Shocking Grasp, Wind Wall
3/Day Charm Person, Control Winds, Improved Invisibility, Suggestion
1/Day Charm Monster, Great Shout, Polymorph Self, Whirlwind.
1/Tenday Control Weather.
Haunting the plains of the Unapproachable East and preying on travellers, the shrieking hag is perhaps the most fearsome of all the hags that are found in the realms. To a shrieking hag, there is nothing more satisfying than driving its victims to madness.
With yellow brown skin that resembles leather, white hands and iron hard talons, shrieking hags are not pretty sights, and they hide this form via innate magic. A shrieking hag will seek to use deception to entice travellers into their lairs before driving them to madness, reserving their physical attacks for dealing with solitary victims.
Magic Spells -
Great Shout
7th level evocation
Casting Time 1 action
Range 60ft
Components V
Duration Instant
You emit a blaring yell that stuns, deafens and damages creatures in a 60ft cone emanating from you. All within the area, on a failed Constitution throw, take 10d6 of thunder damage, and are deafened for 1d4 rounds and are stunned for 1d4 rounds. A successful save negates the damage, and reduces the conditions to 1 round.
This spell cannot penetrate the spell silence.
Creatures with Proficiency in Perception have disadvantage on the saving throw.
More Coming Soon