Page 160 - Monster Manual Expanded III Dragonix
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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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Bestiary

