We finished up the main arc for Out of the Abyss as my players hit 12 level and Shrike, an arakokra Elemental Monk has to restore his honor after a Yeenoghu-possessed former PC interrupted his duel with the Master of Dragons (Shrike had lost) AND recover the Gi of the Diamond Mind from a cave in the Peaks of Flame in Chult.
Upon arriving in Port Castigliar, the group learned that this is a time known as the Season of the Witch, when a coven of jungle hags hold a sacred and deadly ritual to appease Uluu Thalongh.
Travel is extra dangerous and the coven's exaltations of Uluu Thalongh produce nefarious and nasty obstacles.
Did you hear that? Was it the wind blowing the grass of the savannah or Nika Noruu, Witch of the Stolen Breath?
Did you see that? Was it merely sunshine shimmering along the River Olung or Sssar Lolok, Witch of the Dying Light?
Tread carefully, for not knowing will be your doom!
In this jungle, the Coven is second only to Uluu Thalongh, and they honor and appease him every seven years. Its that time, that season now. Danger lurks everywhere.
Especially in a mortal's heart.
Did you see that? Was it merely sunshine shimmering along the River Olung or Sssar Lolok, Witch of the Dying Light?
Tread carefully, for not knowing will be your doom!
In this jungle, the Coven is second only to Uluu Thalongh, and they honor and appease him every seven years. Its that time, that season now. Danger lurks everywhere.
Especially in a mortal's heart.
Medium fiend, neutral evil
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Hit Points 135 (18d8 + 72)
Speed 30 ft., fly 60 ft.
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Str Dex Con Int Wis Cha
18 (+4) 16 (+3) 18 (+4) 15 (+2) 17 (+3) 18 (+4)
18 (+4) 16 (+3) 18 (+4) 15 (+2) 17 (+3) 18 (+4)
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Skills Deception +8, Insight +7, Perception +7, Stealth +7, Survival +7
Damage Resistances cold; fire; necrotic; bludgeoning, piercing, and slashing from nonmagicalweapons that aren't silvered
Damage Immunities poison
Condition Immunities charmed; poisoned
Languages Abyssal, Common, Infernal, Primordial
Challenge 12 (8,400 XP)
Magic Resistance. The jungle hag has advantage on saving throws against spells and other magical effects.
Mimicry. The hag can mimic animal sounds and humanoid voices. Acreature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Spellcasting. The jungle hag is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The jungle hag has the following sorcerer spells prepared:
Cantrips (at will): dancing lights, eldritch blast, minor illusion,
Challenge 12 (8,400 XP)
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Heart of the Jungle. Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make
a DC 15 Wisdom saving throw. On a failed save, the creature enters a frenzy with little regard for its safety for 1 minute and creatures have advantage on attack rolls against it. A creature can repeat the saving throw at the end of each of its turns , with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.a DC 15 Wisdom saving throw. On a failed save, the creature enters a frenzy with little regard for its safety for 1 minute and creatures have advantage on attack rolls against it. A creature can repeat the saving throw at the end of each of its turns , with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.
Magic Resistance. The jungle hag has advantage on saving throws against spells and other magical effects.
Mimicry. The hag can mimic animal sounds and humanoid voices. Acreature that hears the sounds can tell they are imitations with a successful DC 15 Wisdom (Insight) check.
Spellcasting. The jungle hag is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The jungle hag has the following sorcerer spells prepared:
Cantrips (at will): dancing lights, eldritch blast, minor illusion,
poison spray
1st level (4 slots): charm person, detect magic, ray of sickness,
shield
1st level (4 slots): charm person, detect magic, ray of sickness,
shield
2nd level (3 slots): detect thoughts, mirror image, shatter,
suggestion
suggestion
3rd level (3 slots): counterspell, fireball
4th level (3 slots) : banishment, blight
5th level (2 slots) : dominate person, telekinesis
5th level (2 slots) : dominate person, telekinesis
6th level (1 slot): eyebite
7th level (1 slot): finger of death
8th level (1 slot): power word stun
8th level (1 slot): power word stun
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ACTIONS
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Claws. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Hex. The hag targets one creature caught up in its frenzy that she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 15 Wisdom saving throw against this magic or have disadvantage on saving throws for 1 minute.
Illusory Appearance. The 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.
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as ifconcentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her
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