Morgantha

(Medium fiend neutral evil)
Assets/Images/People/granny.jpeg
Morgantha_Unmasked.webp

History/Info

Playing Morgantha/Granny

As Granny Selling Dream Pies

  • Most loving grandmotherly person in the world
    • kind to a fault and a shameless gossip
  • Have her tell round-about-truths instead of outright lies
    • in case players insight check her, there's nothing to hide
  • If players ask for her name: "Why it's Morgantha, dear. But everyone just calls me Granny. Morgantha is much to formal"
  • If players check her and sense she's a fiend:
    • She sees a look on their face and asks what's wrong.
    • If prodded:
      • Tell horrible story about how mother had a nasty encounter with a witch that left its stain on the whole family (technically true)
      • hidden truth: Morgantha devoured her mother when she was younger
  • Knows a little about everyone in the village
    • because she has to keep track of her clients

What They Know

Rumors About the Village of Barovia (E)

  • No one has seen the burgomaster for a few days and his children aren't saying much
  • The rumor is The Burgomaster's daughter, Ireena has caught Strahd's eye recently
    • The townsfolk are afraid to interfere

At Old Bonegrinder

  • Morgantha can use the barrel as a font for a scrying spell. She can also knock on the barrel three times as an action to summon a dretch. The demon crawls out of the barrel at the end of Morgantha's turn and obeys the night hag's commands for 1 hour, after which it dissolves into a pool of ichor. Morgantha can summon up to nine dretches in this manner before the ichor is gone.

Relations

Stat Block

Morgantha

Medium, fiend, , neutral evil
Morgantha
Armor Class

17

Hit Points

111

Speed

30 ft.

Str

18

(+4)
Dex

15

(+2)
Con

16

(+3)
Int

16

(+3)
Wis

14

(+2)
Cha

16

(+3)
Skills

Deception +7, Insight +6, Perception +6, Stealth +6

Damage Resistances

cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered

Condition Immunities

charmed

Senses

darkvision 120 ft., passive Perception 16

Languages

Abyssal, Common, Infernal, Primordial

Challenge

5 (1,800 XP)

Proficiency Bonus

+3

Innate Spellcasting

The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit (16) with spell attacks). She can innately cast the following spells, requiring no material components:

At will: detect magic, magic missile
2/day each: plane shift (self only), ray of enfeeblement, sleep

Magic Resistance

The hag has advantage on saving throws against spells and other magical effects.

Night Hag Items

A night hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).

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.

Shared Spellcasting (Coven Only)

While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:

• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eye bite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

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 take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. 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 take any action other than performing the ritual, they must start over.

Spellcasting

Innate Spellcasting -- The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit (16) with spell attacks). She can innately cast the following spells, requiring no material components:

  • Plane shift self only:

Shared Spellcasting -- While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves. For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.

Actions

Claws (Hag Form Only)

Melee Weapon Attack: +7 to hit (17), reach 5 ft., one target. Hit: 2d8 + 4 (13) slashing damage.

Change Shape

The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.

Etherealness

The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.

Nightmare Haunting (1/Day)

While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 1d10 (5). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.

Lair Actions

Summon Dretch

She can also knock on the barrel three times as an action to summon a dretch. The demon crawls out of the barrel at the end of Morgantha's turn and obeys the night hag's commands for 1 hour, after which it dissolves into a pool of ichor. Morgantha can summon up to nine dretches in this manner before the ichor is gone

Dretch

Small, fiend, demon, chaotic evil
Armor Class

11

Hit Points

18

Speed

20 ft.

Str

11

(+0)
Dex

11

(+0)
Con

12

(+1)
Int

5

(-3)
Wis

8

(-1)
Cha

3

(-4)
Damage Resistances

cold, fire, lightning

Damage Immunities

poison

Condition Immunities

poisoned

Senses

darkvision 60 ft., passive Perception 9

Languages

Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)

Challenge

1/4 (50 XP)

Proficiency Bonus

+2

Actions

Multiattack

The dretch makes two attacks: one with its bite and one with its claws.

Bite

Melee Weapon Attack: +2 to hit (12), reach 5 ft., one target. Hit: 1d6 (3) piercing damage.

Claws

Melee Weapon Attack: +2 to hit (12), reach 5 ft., one target. Hit: 2d4 (5) slashing damage.

Fetid Cloud (1/Day)

A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.

Morgantha