Kassoon

This is homebrew, submitted by a member of the community.

Annis hag

Annis hag

Large fey, chaotic evilLarge fey, chaotic evil
Armor Class 17 (natural armor)17 (natural armor)
+/-/*
Hit Points 75 (10d10 + 20) 75 ([10d10 + 20])
Speed 40 ft.40 ft.

STR
21 (+5)
DEX
12 (+1)
CON
14 (+2)
INT
13 (+1)
WIS
14 (+2)
CHA
15 (+2)

Token URL:
Saving Throws Con +5 Con +5
Skills Deception +5, Perception +5 Deception [+5], Perception [+5]
Damage Vulnerabilities
Damage Resistances cold, bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities
Condition Immunities
Senses darkvision 60 ft., passive Perception 15darkvision 60 ft., passive Perception 15
Languages Common, Giant, SylvanCommon, Giant, Sylvan
PB +3
Challenge 6 (2,300 XP)

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Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each: disguise self(including the form of a Medium humanoid), fog cloud
IRON TOKEN
An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds th1s iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other.
The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder ofthe token and not the noise around it.
A hag can have up to three iron tokens tokens active at one time.
As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.

[b]Innate Spellcasting.[/b] The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:
3/day each: [spell]disguise self[/spell](including the form of a Medium humanoid), [spell]fog cloud[/spell]
[b]IRON TOKEN[/b]
An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds th1s iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other.
The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder ofthe token and not the noise around it.
A hag can have up to three iron tokens tokens active at one time.
As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.

Actions

Multiattack. The annis makes three attacks: one with her bite and two with her claws.
Bite. Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) piercing damage.
Claw. Mefee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (3d6+5) slashing damage.
Crushing Hug. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (9d6+5) bludgeoning damage, and the target is grappled {escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6+5) bludgeoning
damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

[b]Multiattack.[/b] The annis makes three attacks: one with her bite and two with her claws.
[b]Bite.[/b] Mefee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: 15 ([3d6+5]) piercing damage.
[b]Claw.[/b] Mefee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: 15 ([3d6+5]) slashing damage.
[b]Crushing Hug.[/b] Melee Weapon Attack: [+8] to hit, reach 5 ft., one target. Hit: 36 ([9d6+5]) bludgeoning damage, and the target is grappled {escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 ([9d6+5]) bludgeoning
damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.

Legendary Actions

 

Details

Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.
Tormenting the Weak. Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry.
Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror,
where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to "be good, or the annis will get you."
Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the "bad seed" and
must face the awful decision of whether the child should be punished or exiled.
Tribe Mather. Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.
Covens. An annis hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP).
Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.
[b]Tormenting the Weak.[/b] Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry.
Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror,
where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to "be good, or the annis will get you."
[b]Child Corrupter.[/b] When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the "bad seed" and
must face the awful decision of whether the child should be punished or exiled.
[b]Tribe Mather.[/b] Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.
[b]Covens.[/b] An annis hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP).
 
Source Volo's Guide to Monsters p. 159
 
Environments Mountain
 
Tactics
 
Roles | | | | | | | | | |

 

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Monster Statistics by Challenge Rating

CRProf. BonusACHPAttack BonusDamage / RoundSave DC
0+2<131-6<+30-1<13
1/8+2137-35+32-313
l/4+21336-49+34-513
1/2+21350-70+36-813
1+21371-85+39-1413
2+21386-100+315-2013
3+213101-115+421-2613
4+214116-130+527-3214
5+315131-145+633-3815
6+315146-160+639-4415
7+315161-175+645-5015
8+316176-190+751-5616
9+416191-205+757-6216
10+417206-220+763-6816
11+417221-235+869-7417
12+417236-250+875-8017
13+518251-265+881-8618
14+518266-280+887-9218
15+518281-295+893-9818
16+518296-310+999-10418
17+619311-325+10105-11019
18+619326-340+10111-11619
19+619341-355+10117-12219
20+619356-400+10123-14019
21+719401-445+11141-15820
22+719446-490+11159-17620
23+719491-535+11177-19420
24+719536-580+12195-21221
25+819581-625+12213-23021
26+819626-670+12231-24821
27+819671-715+13249-26622
28+819716-760+13267-28422
29+919761-805+13285-30222
30+919806-850+14303-32023

Damage Severity by Level

LevelSetbackDangerousDeadly
1-41d102d104d10
5-102d104d1010d10
11-164d1010d1018d10
17-2010d1018d1024d10

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