Page 160 - Monster Manual Expanded III Dragonix
P. 160

Barrow Hag                                           Aswang Curse (1/Day). A hag can curse an incapacitated humanoid.
                                                               The hag has to be within 5 feet of the humanoid for at least 5
          Medium fey, chaotic evil
                                                               minutes, after which it expels a shadowy essence from its mouth
                                                               and transfers it into the target's, afflicting it with the buso aswang
          Armor Class 16 (natural armor)
                                                               curse. The buso acts as the hag's ally. Casting remove curse, greater
          Hit Points 82 (11d8 + 33)
                                                               restoration, or a similar spell on the target can end the curse. Doing
          Speed 30 ft., burrow 10 ft.
                                                               so undoes the changes made to the target by the curse.
                                                               Actions
              STR           DEX           CON           INT           WIS           CHA
                 13 (+1)      16 (+3)       16 (+3)      15 (+2)     13 (+1)      13 (+1)
                                                               Multiattack. The hag makes two attacks: one with its Claws and one
                                                               with its Tongue.
          Skills Deception +3, Perception +3
                                                               Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
          Damage Resistances necrotic
                                                               Hit: 8 (2d4 + 3) slashing damage.
          Damage Immunities poison
          Condition Immunities poisoned                        Tongue. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature.
          Senses darkvision 60 ft., passive Perception 13      Hit: 7 (2d6) necrotic damage, and the target must succeed a DC 13
          Languages Abyssal, Common, Sylvan                    Constitution saving throw or become paralyzed for 1 minute.  The
          Challenge 3 (700 XP)        Proficiency Bonus +2     creature can repeat the saving throw at the end of each of its turns,
                                                               ending the effect on itself with a successful save.
          Keen Smell. The hag has advantage on Wisdom (Perception)   Spellcasting. The hag is a 4th-level spellcaster. Its spellcasting ability
          checks that rely on smell.                           is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has
          Loathsome Presence. Any humanoid that starts its turn within   the following wizard spells prepared:
          30 feet of the hag and can smell the hag must make a DC 13   Cantrip (at will): chill touch, mage hand, minor illusion, poison spray
          Constitution saving throw. On a failed save, the creature spends its   1st level (4 slots): charm person, earth tremor, Tasha's hideous
          action that turn retching and reeling. Humanoids that don't need     laughter
          to breathe or are immune to poison automatically succeed on this   2nd level (3 slots): alter self, blindness/deafness, web
          saving throw.  If a creature's saving throw is successful, the creature
          is immune to the hag's Loathsome Presence for the next 24 hours.

          Barrow Hag, Elder                                    Multiattack. The hag makes two attacks: one with its Claws and one
                                                               with its Tongue.
          Medium fey, chaotic evil
                                                               Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
                                                               Hit: 8 (2d4 + 3) slashing damage.
          Armor Class 16 (natural armor)
          Hit Points 161 (19d8 + 76)                           Tongue. Melee Weapon Attack: +7 to hit, reach 10 ft., one creature.
          Speed 30 ft., burrow 10 ft.                          Hit: 7 (2d6) necrotic damage, and the target must succeed a DC 16
                                                               Constitution saving throw or become paralyzed for 1 minute.  The
              STR           DEX           CON           INT           WIS           CHA   creature can repeat the saving throw at the end of each of its turns,
                 14 (+2)      16 (+3)       18 (+4)      19 (+4)     13 (+1)      13 (+1)  ending the effect on itself with a successful save.
                                                               Spellcasting. The hag is an 12th-level spellcaster. Its spellcasting
          Saving Throws Con +8, Int +8, Wis +5                 ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It
          Skills Deception +5, Perception +5                   has the following wizard spells prepared:
          Damage Resistances necrotic, poison                  Cantrip (at will): chill touch (3d8), mage hand, minor illusion, poison
          Damage Immunities poison                               spray (3d12), prestidigitation
          Condition Immunities poisoned                        1st level (4 slots): charm person, detect magic, earth tremor, Tasha's
          Senses darkvision 60 ft., passive Perception 15        hideous laughter
          Languages Abyssal, Common, Sylvan                    2nd level (3 slots): alter self, blindness/deafness, web
          Challenge 11 (7,200 XP)       Proficiency Bonus +4   3rd level (3 slots): animate dead, stinking cloud, vampiric touch
                                                               4th level (3 slots): charm monster, greater invisibility
          Keen Smell. The hag has advantage on Wisdom (Perception)   5th level (2 slots): cloudkill, negative energy flood
          checks that rely on smell.                           6th level (1 slot): circle of death, create undead
          Loathsome Presence. Any humanoid that starts its turn within   Haunting Wail (Recharge 6). The hag emits a terrifying wail that
          30 feet of the hag and can smell the hag must make a DC 16   frightens foes and incites its undead allies into a frenzy.  Each undead
          Constitution saving throw. On a failed save, the creature spends its   ally that is within 60 feet of the hag, can hear the hag, and not already
          action that turn retching and reeling. Humanoids that don't need   affected by Haunting Wail gain advantage on attack rolls and saving
          to breathe or are immune to poison automatically succeed on this   throw rolls until the start of the hag's next turn. All other non-undead
          saving throw.  If a creature's saving throw is successful, the creature   and non-fiend creatures within 60 feet of the hag must succeed on
          is immune to the hag's Loathsome Presence for the next 24 hours.  a DC 16 Wisdom saving throw or become frightened for 1 minute.
                                                               While frightened in this way, a creature must take the Dash action
          Aswang Curse (1/Day). A hag can curse an incapacitated humanoid.
                                                               and move away from the hag by the safest available route on each of
          The hag has to be within 5 feet of the humanoid for at least 5
          minutes, after which it expels a shadowy essence from its mouth   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
          and transfers it into the target's, afflicting it with the buso aswang
                                                               it doesn't have line of sight to the hag, the creature can repeat the
          curse. The buso acts as the hag's ally. Casting remove curse, greater
                                                               saving throw, ending the effect on itself on a success. If a creature's
          restoration, or a similar spell on the target can end the curse. Doing
                                                               saving throw is successful or the effect ends for it, the creature is
          so undoes the changes made to the target by the curse.
          Actions                                              immune to the hag's Haunting Wail for the next 24 hours.
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