Page 37 - Dragonix - DM Options, Monster Talents II
P. 37

Tail Whip (Recharge 5-6)                               throw is successful or the effect ends for it, the
        Type: Reaction.                                        creature is immune to the annis's Despairing Cackle
                                                               for the next 24 hours.
        When a creature the guard drake can see and is
        within 5 feet of the guard drake hits the guard
        drake with an attack, the guard drake attacks the
        creature with its tail.                                Improved Innate Spellcasting
                                                               Type: Trait.
                                                               The annis hag's spellcasting ability is Charisma
                                                               (spell save DC 13). The hag can innately cast the
                                                               following spells, requiring no material components:
                                                               3/day (each): heat metal, hold person



        Hags                                                   Mountain Stalker

                                                               Type: Trait.

        Annis Hag                                              The annis hag has advantage on Wisdom


        The annis hag (CR 6) can have a maximum of 3
        talents.


        Deceitful

        Type: Trait.

        The annis hag has advantage on Charisma checks
        when trying to pass herself as a different person.
           In addition, creatures' Wisdom (Insight) checks
        and Intelligence (Investigation) checks made
        against the annis hag have disadvantage.



        Despairing Cackle
        Type: Action.

        Talent Cost: 2 (Counts as 2 Talents).

        Despairing Cackle (Recharge 5-6). Each creature
        within 30 feet of the annis and able to hear the
        annis must succeed on a DC 13 Wisdom saving
        throw. On a failed save, the target takes 11 (2d8 +
        2) psychic damage, drops whatever it is holding,
        and becomes frightened for one minute. While
        frightened in this way, a creature must take the
        Dash action and move away from the annis by the
        safest available route on each of its turns, unless
        there is nowhere to move, in which case it needn't
        take the Dash action. If the creature ends its turn
        in a location where it doesn't have line of sight to
        the annis, the creature can repeat the saving throw.
        On a success, the effect ends. If a creature's saving

         36         Chapter 1. Volo's Guide to Monsters
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