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5ead/monsters/md/tome_of_beasts_2023/sandhag-tob1-2023.md
2025-06-07 07:58:30 -05:00

2.6 KiB

Sand Hag

Medium Fey Chaotic Evil

  • Armor Class: 17 (natural armor)
  • Hit Points: 120 (16d8 + 48)
  • Speed: walk 30 ft. burrow 30 ft.
  • Challenge Rating: 6 (2,300 XP)
  • Source: Tome of Beasts 2023, page 229
STR DEX CON INT WIS CHA
18 (+4) 15 (+2) 16 (+3) 16 (+3) 14 (+2) 16 (+3)
  • Skills: Deception +6, Perception +5, Stealth +5
  • Damage Vulnerabilities: False
  • Damage Immunities: False
  • Damage Resistances: False
  • Condition Immunities: False
  • Senses: darkvision 120 ft., passive Perception 15
  • Languages: Common, Dwarvish, Giant, Gnomish

Special Abilities

  • Magic Resistance: The sand hag has advantage on saving throws against spells and other magical effects.
  • Mimicry: The sand hag 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) check.
  • Scorpion Walk: Difficult terrain composed of sand or gravel doesn't cost the hag extra movement. In addition, while in sandy terrain, she doesn't leave tracks and has tremorsense out to a range of 30 feet.

Actions

  • Multiattack: The hag makes three Claw attacks. If two Claw attacks hit one creature, the target must succeed on a DC 14 Constitution saving throw or suffer one level of exhaustion. A creature can't suffer more than two levels of exhaustion from this effect.
  • Claw: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
  • Illusory Appearance: The sand hag 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 the hag takes a bonus action to end it or if she dies.
  • Scouring Sirocco (Recharge 5-6): The sand hag generates a blast of hot wind and sand in a 30-foot cone. Each creature in the area must make a DC 14 Constitution saving throw. On a failure, a creature takes 14 (4d6) slashing damage and 9 (2d8) fire damage and is blinded for 1 minute. On a success, a creature takes half the damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The area is heavily obscured by airborne sand until the start of the sand hag's next turn.
  • Spellcasting: The sand hag casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):
    At will: silent image
    3/day each: hallucinatory terrain (as an action), major image