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# Green Hag
*Medium* *Fey*
- **Armor Class:** 14
- **Hit Points:** 71 (11d8+22)
- **Speed:** walk 30 ft.
- **Challenge Rating:** 3 (700 XP)
- **Source:** A5e Monstrous Menagerie, page 268
| STR | DEX | CON | INT | WIS | CHA |
| --- | --- | --- | --- | --- | --- |
| 16 (+3) | 14 (+2) | 14 (+2) | 14 (+2) | 14 (+2) | 16 (+3) |
- **Saving Throws**: Con +4, Wis +4
- **Skills:** arcana +4, deception +5, insight +4, perception +4, stealth +4
- **Senses:** darkvision 60 ft., passive Perception 14
- **Languages:** Common, Draconic, Sylvan
### Special Abilities
- **Amphibious:** The hag can breathe air and water.
- **Innate Spellcasting:** The hags innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components: At will: dancing lights, disguise self, invisibility, minor illusion, 1/day: geas
### Actions
- **Multiattack:** The hag attacks with its claws and uses Hex.
- **Claws:** Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.
- **Hex (Gaze):** A creature within 60 feet that is not already under a hags hex makes a DC 13 Wisdom saving throw. A creature under an obligation to the hag automatically fails this saving throw. On a failed saving throw the target is cursed with a magical hex that lasts 30 days. The curse ends early if the target suffers harm from the hag or if the hag ends it as an action. Roll 1d4:
- **1:** Charm Hex. The target is charmed by the hag.
- **2:** Fear Hex. The target is frightened of the hag.
- **3:** Ill Fortune Hex. The hag magically divines the targets activities. Whenever the target attempts a long-duration task such as a craft or downtime activity the hag can cause the activity to fail.
- **4:** Sleep Hex. The target falls unconscious. The curse ends early if the target takes damage or if a creature uses an action to shake it awake.
- **Invisibility (2nd-Level; V, S, Concentration):** The hag is invisible for 1 hour. The spell ends if the hag attacks uses Hex or casts a spell.