HoboKnight
2023-03-10, 02:24 AM
Hey guys,
i usually playtest my monsters, so I can run them competently, but this week with all the work, I am fully booked and I'd ask playground to help me with 2 monsters. Thing is, also, these monsters are not meant to fight. The moment they get a whiff of trouble, they go as stealthy as possible and leave.
First is standard Green Hag. No much to say here, I think - Invisible passage, use action to get Hidden status and go. Is there perhaps another thing for a hag to use to evade capture?
Second is Craven jenny. Opponents appear at her lair, she wants to slither away. I guess Snake form, roll Hide check, then use Retreat to get as far as possible?
thanks, guys :)
Craven Jenny
Medium fey (modified green hag), neutral evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 8 (-1)
Skills Arcana +3, Deception +1, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 4 (1,100 XP)
Innate Spellcasting. Craven Jenny’s innate spellcasting
ability is Wisdom (spell save DC 12). She can innately
cast the following spells, without material components:
At will: blade ward, minor illusion, poison spray
Mimicry. As hags go, Craven Jenny is not very good at mimicking animal sounds and humanoid voices, but she can do it. A creature that hears Craven Jenny’s attempts
to mimic sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
(Disgusting) Illusory Appearance. Craven Jenny 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. However, she is incapable of imagining anything beautiful or clean and, as a result, even the illusory disguises she concocts sport boils, wrinkles, rashes and/or filth. The illusion ends if Craven Jenny 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, Craven Jenny could appear to have a crusty rash, but someone touching her would feel her suppurating boils. Otherwise, a
creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Craven Jenny is disguised.
Snake Form (1/Day). Craven Jenny magically transforms into a small, sickly green, poisonous snake (as Monster Manual poisonous snake). This ability works
much like the druid’s wild shape ability. However, Craven Jenny can hold the shape for as long as she wants or until she is reduced to 0 HP in her snake form. Also,
while in snake form she can speak normally, cast spells and use her mimicry ability. Her bite action is also much more powerful than a regular snake bite. The following
bite action replaces the one in the Monster Manual:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage and suffering the poisoned condition for 1d4 hours on a failed save, or half as much damage and no poisoned condition on a success.
Legendary Actions
Craven Jenny can take 1 legendary action, choosing from the options below. Her legendary action can only be used at the end of another creature’s turn. She regains her spent legendary action at the start of her turn.
Claw Attack. Craven Jenny makes a single claw attack.
Retreat. Craven Jenny can move up to her movement away from an attacker without provoking an attack of opportunity.
Lair Actions
On initiative count 20 (losing initiative ties), Craven Jenny can take a lair action to cause one of the following effects. Lair effects last until initiative 20 count of next round. She can’t use same effect two rounds in a row:
Icky Cloud. A 10 foot radius sphere of yellow fog that reeks of rotten eggs squirts from the ground beneath a creature. The sphere spreads around corners. Creatures
within the sphere must make DC 12 Constitution saving throws against poison. On a failure, the creature suffers disadvantage on attack rolls, ability checks and saving
throws until the cloud clears. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
Swamp Lights. A cloud of sickly green lights fall from the ceiling and swirl around a creature in a 10 foot radius sphere. A creature within the lights must succeed
on a DC 12 Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls until the lights fade. On a success, the lights are merely annoying.
Tangly Roots. Grasping roots sprout from the ground in a 20 foot square around a creature. Until the end of the next round, these roots turn the ground in the area
into difficult terrain. Creatures in the area when roots emerge or who pass through it before they disappear must succeed on a Strength saving throw against DC
12 or be restrained by the tangling roots until the effect ends. When the spell ends, the roots wilt away.
i usually playtest my monsters, so I can run them competently, but this week with all the work, I am fully booked and I'd ask playground to help me with 2 monsters. Thing is, also, these monsters are not meant to fight. The moment they get a whiff of trouble, they go as stealthy as possible and leave.
First is standard Green Hag. No much to say here, I think - Invisible passage, use action to get Hidden status and go. Is there perhaps another thing for a hag to use to evade capture?
Second is Craven jenny. Opponents appear at her lair, she wants to slither away. I guess Snake form, roll Hide check, then use Retreat to get as far as possible?
thanks, guys :)
Craven Jenny
Medium fey (modified green hag), neutral evil
Armor Class 17 (natural armor)
Hit Points 82 (11d8 + 33)
Speed 30 ft.
STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 16 (+3) 13 (+1) 14 (+2) 8 (-1)
Skills Arcana +3, Deception +1, Perception +4, Stealth +3
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 4 (1,100 XP)
Innate Spellcasting. Craven Jenny’s innate spellcasting
ability is Wisdom (spell save DC 12). She can innately
cast the following spells, without material components:
At will: blade ward, minor illusion, poison spray
Mimicry. As hags go, Craven Jenny is not very good at mimicking animal sounds and humanoid voices, but she can do it. A creature that hears Craven Jenny’s attempts
to mimic sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.
Actions
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
(Disgusting) Illusory Appearance. Craven Jenny 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. However, she is incapable of imagining anything beautiful or clean and, as a result, even the illusory disguises she concocts sport boils, wrinkles, rashes and/or filth. The illusion ends if Craven Jenny 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, Craven Jenny could appear to have a crusty rash, but someone touching her would feel her suppurating boils. Otherwise, a
creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that Craven Jenny is disguised.
Snake Form (1/Day). Craven Jenny magically transforms into a small, sickly green, poisonous snake (as Monster Manual poisonous snake). This ability works
much like the druid’s wild shape ability. However, Craven Jenny can hold the shape for as long as she wants or until she is reduced to 0 HP in her snake form. Also,
while in snake form she can speak normally, cast spells and use her mimicry ability. Her bite action is also much more powerful than a regular snake bite. The following
bite action replaces the one in the Monster Manual:
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a DC 12 Constitution saving throw, taking 10 (3d6) poison damage and suffering the poisoned condition for 1d4 hours on a failed save, or half as much damage and no poisoned condition on a success.
Legendary Actions
Craven Jenny can take 1 legendary action, choosing from the options below. Her legendary action can only be used at the end of another creature’s turn. She regains her spent legendary action at the start of her turn.
Claw Attack. Craven Jenny makes a single claw attack.
Retreat. Craven Jenny can move up to her movement away from an attacker without provoking an attack of opportunity.
Lair Actions
On initiative count 20 (losing initiative ties), Craven Jenny can take a lair action to cause one of the following effects. Lair effects last until initiative 20 count of next round. She can’t use same effect two rounds in a row:
Icky Cloud. A 10 foot radius sphere of yellow fog that reeks of rotten eggs squirts from the ground beneath a creature. The sphere spreads around corners. Creatures
within the sphere must make DC 12 Constitution saving throws against poison. On a failure, the creature suffers disadvantage on attack rolls, ability checks and saving
throws until the cloud clears. Creatures that don’t need to breathe or are immune to poison automatically succeed on this saving throw.
Swamp Lights. A cloud of sickly green lights fall from the ceiling and swirl around a creature in a 10 foot radius sphere. A creature within the lights must succeed
on a DC 12 Wisdom saving throw. On a failed save, the creature has disadvantage on all attack rolls until the lights fade. On a success, the lights are merely annoying.
Tangly Roots. Grasping roots sprout from the ground in a 20 foot square around a creature. Until the end of the next round, these roots turn the ground in the area
into difficult terrain. Creatures in the area when roots emerge or who pass through it before they disappear must succeed on a Strength saving throw against DC
12 or be restrained by the tangling roots until the effect ends. When the spell ends, the roots wilt away.