Hag minions

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Hag minions

Hags, I feel, have a distinct lack of power that makes them ineffective as campaign antagonists, and their powers aren't directly represented in their statblocks, especially in the case of Green Hags.

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As such, I have created a number of templates for making your Green Hag into an effective antagonist and giving them suitably-flavored minions. The Blightmother is a unique kind of hag, one that enjoys corrupting and twisting nature as much as they do mortals. They have a special talent for bending plants and mortal creatures to their will, and are often much more power-hungry than other hags.

As such, they rarely gather in covens, and have a variety of minions at their disposal. Monstrous Family. A Blightmother's disposition towards her minions is similar to that of a distant mother. She often cares, if only slightly, for their well-being and usually rewards positive behavior as much as she punishes negative behavior.

As a result, her minions are especially loyal to her, and many semi-intelligent, evil creatures may even seek out the care of a Blightmother. Especially for those who become her favored minions, it is a favorable arrangement. Dark Gardeners. As their name may suggest, Blightmothers often participate in the creation of Blights, among other evil plants.

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In many cases, a Blightmother will work to create and nurture Gulthias trees in the forests they call home, in order to ruin once beautiful places of nature and to gain a loyal ally in the tree and the Blights that are its offspring. Along with their raising of Blights, Blightmothers also have other powers related to controlling and creating plants, their abilities to do so being comparable to the magic of Druids and Rangers.

Hag Magic. Among hags, Blightmothers are the masters of magic and alchemy, with claws dipped in poison, potions of healingand a variety of magical abilities far beyond what most hags could accomplish by themselves.

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However, they are extremely rare and especially selfish, making it impossible for them to work together in covens effectively, as it is difficult to find like-minded hags, and even more difficult to work together with them. Green and Night hags are the only hags with the capability to be effective Blightmothers, as Sea Hags don't stay by forests and often care little for the use of magic. When a hag becomes a Blightmother, it retains its statistics except as described below. The Blightmother might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.

Poison Claws. The hag's Claw weapon attacks, in addition to their normal damage, now have the following effect on a hit: The target must make a DC 12 Constitution Saving throw, taking 2d4 poison damage and being poisoned for 1 minute on a failure, and taking half as much damage and not being poisoned on a success.Minion Card Database Printable View. Show 40 post s from this thread on one page Page 35 of 39 First Thanks for the info Accol!

It does looks considerably sexier now compared to the 1 Earth 1 Air on Live. Taskmaster Atrophinius not too inspiring - has same attributes as Spirit Kite. Will be interesting to see if it has the same values though when maxed. List of new minion cards with Autumn Harvest Life, Hunting, Harvesting. Rest obtained via minion adventures once you have Taskmaster Atrophinius.

All cards 12 starting stamina likely 30 max. Qu'ella the Wretched Air, Life.

The Hag Antagonist

Haligan the Pyretouched Fire, Dimension. The Nightstalker Death, Harvesting. The last one is different. Big thanks to Rigaemortis Laethys for all the info!

Now I'm sad. Meles, respectively. WHY copy the last quest ones? I got Nightstalker after an 8hr adventure The whole chain took me around aventurine and 30 minutes for speeding the adventures. Originally Posted by Golden. Originally Posted by forbiddenlake.

No, Narcise, that response by Morticus was made a couple of hours after my post in this thread, so it wasn't hard to miss.

Haligan the Pyretouched: Fire, Death, Assassination.Free Resources on Roll All rights reserved. Advertisement Create a free account. Sign In. New Pro Feature: Custom Sheet Sandbox Making custom character sheets is easier than ever with a special, streamlined game type to build and test them! Back to the Zoom Tool Put your scrollwheel or trackpad to good use! Check out new settings that allow you to zoom and scroll easily.

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hag minions

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hag minions

Marketplace Toggle Dropdown. Gamemastery Guide by Paizo. Explorer's Guide to Wildemount by Wizards of the Coast. Tools Toggle Dropdown. Character Vault.

hag minions

Roll20 for Android. Roll20 for iPad. Community Toggle Dropdown. Searches must be at least 3 characters. Traits Amphibious : The hag can breathe air and water. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom Insight check.

Illusory Appearance : The hag covers herself and anything she is wearing or carrying with a magical Illusion that makes her look like another creature of her general size and Humanoid shape. The Illusion ends if the hag takes a Bonus Action to end it or if she dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh.

Otherwise, a creature must take an action to visually inspect the Illusion and succeed on a DC 20 Intelligence Investigation check to discern that the hag is disguised.

Invisible Passage : The hag magically turns Invisible until she attacks or casts a spell, or until her Concentration ends as if concentrating on a spell. While Invisibleshe leaves no physical evidence of her Passageso she can be tracked only by magic. Any Equipment she wears or carries is Invisible with her. Show Attribute List.Twinions, haha! See this card on Hearthpwn. Khadgar is a legendary mage minion card, from the Rise of Shadows set.

Khadgar can be obtained through Rise of Shadows card packsthrough craftingor as an Arena reward. Khadgar's low mana cost, in addition to his acceptable stats, allows him to be both played early against aggressive decks and to work with combos in late-game against slower decks. Mage has access to a plethora of minion-summoning effects, in addition to access to all neutral minion-summoning effects; this potentially enables wide range of uses for him. From Wowpedia :.

Sign In. From Hearthstone Wiki.

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Jump to: navigationsearch. Scroll right Swipe left to see other versions. Oh hey it's Mirror Image! Someone did mess with Tuskerr once. She is still working on installing the rocket launcher add-on for Mr. Sidequest: Spend 8 Mana on spells. Upon taking up the spellbook, Reno realized with a start: "I can't read.

The Rusted Legion's training leaves a little to be desired. He hasn't even had a tetanus shot yet! These things go from "adorable danger noodle! After they're caught, they're dessert hares.

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Your gryphon will be summoned following a brief safety demonstration. System failure. Wheat clog in port two. Shutting down. Secret: After your opponent plays a minion, summon a copy of it. Secret: After your opponent casts a spell, summon a random 4-Cost minion.But it also presents two much more powerful varieties, along with new information with the potential to alter hag tactics: lair actions and alternative coven spells. As with dragons and other powerful enemies, the regional effects are mostly for flavor, and those that do actual damage do so whether the resident hags are present or not.

But the lair actions include a few curveballs. All grandmother hags have access to two of these lair actions. One allows them to pass through solid walls, doors, ceilings and floors. Or enemies chasing the hag through its lair may be cut off from one another by the sudden slamming of a door giving the hag—and, by extension, the dungeon master—incentive to create lairs that are mazes of small rooms connected by doors.

Or, if a battle is going poorly for the hag, it can make its escape by fleeing through a wall, possibly leaving its would-be pursuers locked inside. A sea hag normally prioritizes opponents who are engaging it in melee. Each of these simulacra lasts from initiative count 20 in one round until initiative count 20 in the next round, so it will have only one opportunity to get a hit in before it falls apart.

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Alternatively, if the sea hag is about to flee, it may create a simulacrum to run interference while it escapes. But this depends on a couple of things. Onshore, this lair action has no effect. In such circumstances, the sea hag can use the ink to cover its escape only if it takes its turn before initiative count It must remain within sight of the hag; if line of sight is broken, the double vanishes.

This is tactically problematic for a few reasons. First, no one who sees what happens can mistake the double for the original although the act of handling a physical object may create enough doubt in anyone who observes it to pose the question of whether the double is something more than just an illusion. Fourth, a single point of damage dispels it. Maybe it could be used to momentarily lead pursuers in the wrong direction? Grandmother night hags have two extra lair actions. The other is to fling up to three creatures through the air.

Of the three basic varieties of hag, the night hag is the one most likely to be encountered outside its lair, as it roams in search of victims to corrupt. So these otherwise fitting abilities are nothing more than a couple of extra home-defense mechanisms, applicable only in one highly specific scenario: The player characters are hunting down a grandmother night hag not just an ordinary one in her own lair.

The fifth-edition Monster Manual made me appreciate hags as an enemy in a way I never had before. Are there many of those?Hags, as monsters, never interested me much, but fifth-edition Dungeons and Dragons has made it possible to build some very cool encounters around them.

Evil fey creatures, hags rely on magic and deceit to befoul everything and destroy everyone around them. When they come together in covens, they also gain access to a powerful repertoire of spells. To cast these spells, they must all be within 30 feet of one another, which limits their mobility somewhat.

Hag covens can also create hag eyes, little surveillance cameras they can all see through. Note the preponderance of spells that call for Wisdom saving throws. Sea hags are the weakest type, unable to disguise their hideousness; at best, they can appear as normal humanoids who happen to be very ugly. Each hag then directs a Death Glare at a frightened opponent, starting with the one who seems like he or she ought to have the lowest Wisdom saving throw modifier. If the seriously wounded hag happens to a member of a coven, the coven is broken.

At that point, if any of the three sea hags still has 37 hp or more while another on the field of battle is seriously wounded, it will turn against the seriously wounded hag and try to kill it.

Once one member of the coven is killed, the other two will cease to cooperate and will fight as individuals. In a coven, green hags use Invisible Passage to try to knock off isolated enemies who are causing them trouble, converging on them and reappearing all at once to attack with their claws. They all take the action of turning invisible at the same time and move together, in order to stay within 30 feet of one another.

Successful retrieval of the hag eye will keep the coven intact for the time being. Night hags are categorized not as fey but as fiends; like succubi and incubithey delight in corrupting mortal humanoids and laying claim to their souls. Unlike sea hags and green hags, which can disguise their appearance visually but not to the touch, night hags Change Shape, physically transforming into humanoid guise.

Night hag tactics revolve around the combination of Etherealness and Nightmare Haunting. Given the weakness of all these spells an astonishing level of weakness for a CR 5 creature with 15 hit dicea lone night hag is not going to be engaging in any epic magical duels. If push comes to shove, its only real asset is its claws. A far superior asset is its ability to keep push from coming to shove in the first place.

From my reading of etherealness, you can still make magic missile attacks while in it.

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The night hag is invisible, totally silent, and can walk through solid objects but not creatures. The only thing that can affect them is force effects. Also, the argument can be made that a coven polymorph is cast as if she is 12 level, so mammoth or triceratops time on an ally. Turning a PC into a newt just means that a smart party will attack the newt so it turns back with a handful of damage on it.

Especially the Blood Hag, which I plan on using in my current campaign. Maybe sometime in the future, but not soon. Is there some advantage to attacking one of the other hags once the coven breaks, instead of just running away from the encounter adventurers and other hags both?

A broken coven is a broken covenant. If someone was to start their turn within 30 feet of 3 sea hags in a coven, would they have to make a wisdom save for each hag or just one save? It would have been a lot less frustrating if we were dealing with your hags, instead of what he threw at us. Your email address will not be published.

Notify me of follow-up comments by email. Notify me of new posts by email. This site uses Akismet to reduce spam.Hags may be the perfect low-level boss monster and they run best when we focus less on their stat block and more on how they'll make the lives of the characters miserable over the course of a low-level campaign.

The more we think about hags as the ageless, plotting, and manipulating villains they are, the more our players will enjoy hunting them down and killing them. The Dungeon Master's Guide has Acererak the arch-lich on the cover, the Monster Manual has a beholder on it's cover, and the Player's Handbook has King Snurre the fire giant lord on it's cover.

We're thinking about big dragons. Maybe sorcerer dragons like Iymrith. Low level characters don't often get to face bosses like that. They're worried about wererats, decaying skeletons, and hobgoblins. We often save our really interesting bosses for high level campaigns. Enter the hag. Hags are ageless villains. The depth of their black hearts are only matched by the long centuries of their lives. They are cunning and devious.

Many DMs probably run hags like any other encounter, the characters burst into a den with one or more hags and, after a fight, down the hags go. But hags can be so much more. Volo's Guide to Monsters includes eleven pages on hags and it's well worth the read.

Volo's also has numerous hag allies and minions including boggarts, redcaps, yeth hounds, quicklings, catoblepases, and banderhobbs. These are the monsters the characters can fight, and fight often.

If the characters actually go toe-to-toe with the hag, however, likely the hag has already lost. To really understand the depth of the hag, give the chapter on hags in Volo's Guide a solid read before running them as a villain. Monsters are more than just stat blocks. Villains are living breathing entities in our story. Villains in this world don't just face off against characters and fight them in well-prepared battle arenas. Villains do lots of things off screen that affect the lives characters.

Hags Revisited, Part 1

They manipulate the world around them. They send minions to harass. They pull on strings and set up situations.

KYPW: Hags - Dungeons and Dragons 5e

They kidnap and murder loved-ones.


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