Remove these ads. Join the Worldbuilders Guild

Merlinda the Green

Medium fey, neutral evil
Armor Class 17 (natural armor)
Hit Points 121
Speed 30ft Fly: 50ft

STR
18 +4
DEX
12 +1
CON
16 +3
INT
13 +1
WIS
14 +2
CHA
14 +2

Skills Arcana +3, Deception +4, Perception +4, Stealth +3
Damage Vulnerabilities Fire
Senses darkvision 60 ft., passive Perception 14
Languages Common, Draconic, Sylvan
Challenge 5

Merlinda's Innate spellcasting ability is Charisma, with Spell Attack = 1d20+5 and Spell Save DC = 13. She can innately cast the following spells:

Type Spell Attack/Saving Throw, Range, Concentration Effect(s)
At Will Minor Illusion Thorn Whip Range = 30 ft. 2d6 piercing damage and if creature is Large or smaller, you pull the creature up to 10 feet closer to you.
3/day Entangle Concentration up to 1 min, Range = 90 ft., AOE 20x20, Str Save Difficult terrain, Fail = Restrained, as Action save can be repeated.
Fog Cloud Concentration up to 1 min, Range = 120 ft., AOE radius = 40 ft. Creates heavily obscured area
2/day Heat Metal Concentration up to 1 min, Range = 60 ft., no roll, target is a metal object, Con Save upon dmg 2d8 fire damage. Damage can be repeated as Bonus Action, Fail = drop object or Disadvantage on Atk rolls an Ability checks until start of your next turn.
Warding Wind Concentration up to 10 min, AOE from self, radius = 10 ft. Deafens creatures in area; Extinguishes unprotected small flames; Hedges out brown vapor; Difficult terrain for creatures not you; Ranged Weapon attacks have Disadvantage if gone through AOE


Amphibious. The hag can breathe air and water.   Broom of Flying If Merlinda speaks the command word "Todesh" her broom transforms into a flying broom, granting her a flying speed of 50 ft.


Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: ( 2d8+4 ) slashing damage.
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 invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.


 

Lair Actions

The lair has an initiative of 20, losing ties if present. The same lair action can't be repeated each turn. The following options are available:   Tidal Wave : Out of a sudden, the water rises from the lair's pool, as if a Tidal Wave spell is cast. All creatures within an area up to 30 ft. long, up to 10 ft. wide and 10 ft. tall must make a Dexterity Saving Throw. On a failed save, the creature takes 4d8 bludgeoning damage and is knocked Prone. On a success, the creature receives half as much damage. This also extinguishes all fires in the area.
Summon Swarm of Rot Grubs : Summon two swarms of Rot Grubs from the trees.
Mass Entangle : Roots sprout from the ground, as if the Entangle spell is cast on each creature.
Summon two Drowners : The water becomes restless, with two drowners climbing up to shore.



Created by

OmeWillem.

Statblock Type

Monster / Creature

Link/Embed