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Medium f e y, neutral evil

                                                            Armor Class 17 (natural armor)
                                                             Hit Points 82 (l 5d8 + 15)
                                                            Speed 30 ft.

                                                               STR    DEX    CON     INT    WIS    CHA
                                                              11  (+O)   14 (+2)   12  (+l)   17 (+3)   16 (+3)   1 8   (+4)

                                                            Saving Throws Int +6, Wis +6
           D u s K HAG                                      Skills Deception +7, Insight +6,  Perception +6
                                                            Condition Immunities blinded, charmed, frightened
          Dusk hags resemble gnarled crones with shriveled or­  Senses blindsight 60 ft., passive Perception  6
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          ange skin, tangled gray hair, and eyes that burn like hot   Languages Common, Giant, Inf e rnal
          coals. They see visions of the future in their dreams, and   Challenge 6 (2,300 XP)
          their dark magic allows them to influence the dreams
          of others, sending messages or inflicting nightmares   Innate Spel/casting. The hag's spellcasting ability is Charisma
          with a touch. Tales talk of ambitious wizards, frantic   (spell save DC  5 ) .   She can  n nately cast the following spells,
                                                                                i
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          monarchs, and desperate heroes undertaking quests   requiring no material components:
          or making bargains with a dusk hag in exchange for its
          prophecies and visions of the future. But the information   At will: detect magic, disguise self
          gained from a dusk hag often has a way of causing more   3/day each: dream, hypnotic pattern, sleep (9d8)
          pain than joy. Like all hags, dusk hags enjoy causing   l/day each: legend lore, scrying
          strife to those who bargain with them, and find ways to   Magic Resistance. The  hag  has advantage on saving throws
          twist and turn promises to their own advantage. The   against spells and other magical effects.
          Dusk Hag Prophecies table provides examples of the
                                                               T
          sort of dreams dusk hags might share with unsuspect­  AC I O  N S
                                                                                    N
          ing sleepers.                                     Multiattack. The hag makes two  i ghtmare Touch attacks.
                                                            Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
                        O
          D U S K   HAG PR P H E C I E S                    Hit: 5  (ld6 + 2) slashing damage.
           d l O   Prophecy
                                                            Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft.,
                "A red hat approaches with ill intent. Be wary."   one creature. Hit:  8   (4d6 + 4) psychic damage. If the target is
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            2   "A ship comes on a sea of bones, but treasure waits   unconscious, it takes an extra 10 (3d6)  psychic damage and is
                behind a silver skull."                     cursed until the hag dies or the curse is removed. The cursed
            3   "Three days, three deaths, three eyes, three breaths."   creature's hit point maximum decreases by 5  (ldlO) whenever
                                                            it finishes a long rest.
            4   " D oom falls on the peacock and the sparrow alike.
                Best be a raven."                           R E AC I O  N S
                                                                 T
            5   "A white hand on  a black field holds the golden key."   Dream Eater. When  n   unconscious creature the hag can see
                                                                           a
            6   "Beware the black horse."                   within 30 feet of her regains consciousness, the hag can force
            7   "The fish is your friend."                  the creature to make a DC 15 Wisdom  saving throw. Unless
            8   "The stairs downward lead to that which you  seek."   the save succeeds, the creature takes 11  (2dl0)  psychic dam­
                                                            age, and the hag regains hit points equal to the amount of
            9   " L ook for two crossed swords. There your goal lies."
                                                            damage taken.
            10   " I f  you see two crows, turn back. Beyond is death."

          C  H  APTER 6  I  FRIENDS AND FOES
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