Eberron - Rising from the Last War

(Joyce) #1

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Dusk Hag

Dusk hags resemble gnarled crones with shriveled or­
ange skin, tangled gray hair, and eyes that burn like hot
coals. They see visions of the future in their dreams, and
their dark magic allows them to influence the dreams
of others, sending messages or inflicting nightmares
with a touch. Tales talk of ambitious wizards, frantic
monarchs, and desperate heroes undertaking quests
or making bargains with a dusk hag in exchange for its
prophecies and visions of the future. But the information
gained from a dusk hag often has a way of causing more
pain than joy. Like all hags, dusk hags enjoy causing
strife to those who bargain with them, and find ways to
twist and turn promises to their own advantage. The
Dusk Hag Prophecies table provides examples of the
sort of dreams dusk hags might share with unsuspect­
ing sleepers.

DUSK HAG PROPHECIES
dlO Prophecy
"A red hat approaches with ill intent. Be wary."
2 "A ship comes on a sea of bones, but treasure waits
behind a silver skull."
3 "Three days, three deaths, three eyes, three breaths."
4 "Doom falls on the peacock and the sparrow alike.
Best be a raven."
5 "A white hand on a black field holds the golden key."
6 "Beware the black horse."

(^7) "The fish is your friend."
8 "The stairs downward lead to that which you seek."
9 "Look for two crossed swords. There your goal lies."
10 "If you see two crows, turn back. Beyond is death."
CHAPTER 6 I FRIENDS AND FOES
Medium fe y, neutral evil
Armor Class 17 (natural armor)
Hit Points 82 (l 5d8 + 15)
Speed 30 ft.
STR
11 (+O)
DEX
14 (+2)
CON
12 (+l)
Saving Throws Int +6, Wis +6
INT
17 (+3)
WIS
16 (+3)
Skills Deception +7, Insight +6, Perception +6
Condition Immunities blinded, charmed, frightened
Senses blindsight 60 ft., passive Perception 16
Languages Common, Giant, Infernal
Challenge 6 (2, 300 XP)
CHA
18 (+4)
Innate Spel/casting. The hag's spellcasting ability is Charisma
(spell save DC 15 ). She can innately cast the following spells,
requiring no material components:
At will: detect magic, disguise self
3/day each: dream, hypnotic pattern, sleep (9d8)
l/day each: legend lore, scrying
Magic Resistance. The hag has advantage on saving throws
against spells and other magical effects.
ACTIONS
Multiattack. The hag makes two Nightmare Touch attacks.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (ld6 + 2) slashing damage.
Nightmare Touch. Melee Spell Attack: +7 to hit, reach 5 ft.,
one creature. Hit: 18 (4d6 + 4) psychic damage. If the target is
unconscious, it takes an extra 10 (3d6) psychic damage and is
cu rsed until the hag dies or the curse is removed. The cursed
creature's hit point maximum decreases by 5 (ldlO) whenever
it finishes a long rest.
REACTIONS
Dream Eater. When an unconscious creature the hag can see
within 30 feet of her regains consciousness, the hag can force
the creature to make a DC 15 Wisdom saving throw. Unless
the save succeeds, the creature takes 11 (2dl0) psychic dam­
age, and the hag regains hit points equal to the amount of
damage taken.

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