Bheur HagMedium fey
Graystaff Magic. The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast Ice theme spells with her Spellcasting trait. If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Hag Eye (Coven only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can use an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has 10 Defense, 1 health, and darkvision with a radius of 10 meters. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags use any action other than performing the ritual, they must start over.
Ice Walk. The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.
Shared Spellcasting (Coven only). While all three members of a hag coven are within 5 meters of one another, they share 20 mana among themselves and can each cast the following spells:
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 14 + the hag’s Intelligence, and the spell attack bonus is 5 + the hag’s Intelligence.
Hags bend their magic for a directed purpose, focusing on a theme. Choose the Blood, Death, Deceit, Divination, Fate, Fear, Life, Madness, Plants, Poison, or Shadow theme. The coven knows most of the spells from that theme in addition to the spells listed above.
Spellcasting. The bheur hag uses Occult (Cha) to cast spells (spell save DC 14, +6 to hit with spell attacks). It has 14 mana, a mana limit of 3, regains all expended mana when it finishes a long rest and regains half its total mana when it finishes a short rest. It knows the following spells:
At will: stasis
3 mana: frozen tomb
1/day: control weather
Slam. Melee Weapon Attack: +4 to hit, reach 1 m. Hit: 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.
Maddening Feast (1/turn). The hag feasts on the corpse of one enemy within 1 meter of her that died within the past minute. Each creature of the hag’s choice that is within 10 meters of her and able to see her must succeed on a DC 14 Will saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish; the GM controls the creature’s movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Maddening Feast for the next 24 hours.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9