{"name":"Ghost Witch Coven","challenge_rating":"16","xp":"15,000","types":"Undead, Fey","pb":"+5","size":"Large","sizer":"NONE","languages":"Common, Infernal, Abyssal, Sylvan","alignment":"Chaotic Evil","description":"A 3 headed, 6 armed, ethereal form of 3 combined hags that were in a covin together when they died. Combined together in death as one they have the best qualities of all 3 of them. (Night, Bheur, and Annis Hags for this stat block) They seek the destruction of those that killed them and all they hold dear.","suggested_environments":"Normally found hunting down their killers, but also spotted around their old lairs.","armor_class":"18 (Natural Armor)","hit_points":"167","strength":"21","dexterity":"16","constitution":"16","intelligence":"16","wisdom":"14","charisma":"17","base_movement_units":"ft","base_movement_in_ft":"0","fly_movement_in_ft":"40","burrow_movement_in_ft":"","swim_movement_in_ft":"","climb_movement_in_ft":"","can_hover":"1","senses":"Darkvision 120ft, Ethereal Sight 60ft, Passive Perception 22","skills":"Deception +8, Insight +7, Perception +7, Stealth +8, Nature +8, Survival +7","saving_throws":"CON +8, WIS +7","damage_vulnerabilities":"","damage_resistances":"All non-magic damage, and all elemental damage","damage_immunities":"Cold, Necrotic, Poison","condition_immunities":"Charmed, Exhausted, Frightened, Grappled, Paralyzed, Prone, Poisoned, Petrified, Restrained","spellcasting":"The Hags' innate spellcasting is based on their CHA (DC16 save, +8 spell attack), they can cast the following spells without any material components.","cast_at_will":"Detect Magic, Magic Missle, Hold Person, Ray of Frost, False Life","cast_one_per_day":"Control Weather, Circle of Death, Dance Macrabe","cast_twice_per_day":"Plane Shift (self only), Ray of Enfeeblement, Sleep, Contagion, Rasie Dead","cast_thrice_per_day":"Blight, Death Ward, Cone of Cold, Ice Storm, Wall of Ice, Animate Dead, Revivify, Speak with Dead, Inflict Wounds","special_abilities":"[b]Magic Resistance-[\/b] They have advantage on saves against spells and magical effects.\r\n\r\n[b]Incorporeal Movement-[\/b] They can move through objects and other creatures as though they were difficult turrain. They take 1d10 force damage if they end their turn inside something.\r\n\r\n[b]Multi-headed-[\/b] They have advantage on Perception and Initiative checks, and they can't be surprised.\r\n\r\n[b]Individual Personalities-[\/b] The hags take 3 turns during initiative. The turn they roll, a turn at that initiative -10, and a turn at their roll +10.\r\n\r\n[b]Triplicate Spellcasting-[\/b] They can cast any number of leveled spells during their turns as actions or bonus actions.\r\n\r\n[b]Unmutable-[\/b] The hags' form can not be changed against their will, except by a god or 'Wish' or more powerful spell.","actions":"[b]Muti-attack-[\/b] The hags can make 2 claw attacks.\r\n\r\n[b]Etherealness-[\/b] They move in or out of the Ethereal plane.\r\n\r\n[b]Possession (Recharge 6)-[\/b] A creature within 5 feet must pass a DC16 CHA save or be entered and controlled by the hags until they drop to 0 HP or become unconscious.\r\n\r\n[b]Nightmare Haunting (1\/Day)-[\/b] An unconscious creature the hags touch lose 1d10 Max HP and doesn't benifit from their long rest.\r\n\r\n[b]Maddening Feast-[\/b] They eat a creature within 5 feet that has died within the past 1 minute, each other creature within 60 feet makes a DC16 WIS save or becomes frightened for 1 minute. While frightened in this way they are incapacitated and can remake the save at the end of their turns.\r\n\r\n[b]Claws-[\/b] +10 to hit, 10 feet, one target, on a hit deal 3d8+5 slashing damage.\r\n\r\n[b]Crushing Hug-[\/b] +10 to hit, 10 feet, one target, on a hit deal 9d8+5 blugening damage, and if the target is huge or smaller they are grappled. It takes 2 hands to grapple a creature in this way, and a grappled creature takes 9d8+5 blugening damage at the start of the hag's turn that grappled them. (Escape DC18)","bonus_actions":"[b]Misty Escape-[\/b] They can telleport 60 feet to a point they can see.\r\n\r\n[b]Greater Quickening-[\/b] They can cast any of their spells as a bonus action 3\/day.","reactions":"[b]Misfortune-[\/b] They force a creature within 60 feet to reroll an attack, save, or ability check and keep the lowest.","legendary_actions":"([b]3\/Round[\/b])\r\n\r\n[b]3 Actions-[\/b] They create 3 clones of themselves at points they can see within 60 feet with 1 HP and Evasion that last 1 minute or until they use this action again.\r\n\r\n[b]1 Action-[\/b] They move half their speed without provoking opportunity attacks.","lair_description":"","lair_actions":"","regional_effects":"","motivation":"","tactics":"","image_gallery_id":"","source":"Homebrew","tags":"","isShared":"on","templateId":"2991","blockId":"1481705","world":"e0dad7da-fb8c-4ea5-bc4d-fae7e4e6abc5","folder":"32572"}