Etherial Awareness: Can see ethereal creatures and objects
Sunlight weakness: While in bright sunlight, disadvantage on all attack rolls, ability checks, saving throws.
Bite: Melee weapon attack. +5 to hit, reach 5, one target
On Hit: 10 (2d6+3) piercing. DC13 Str save or be knocked prone.
Terrifying Howl (6): The shadow mastiff howls. Any beast or humanoid within 300 ft. makes DC 11 Wis save or is frightened for 1 minute. Frightened targets can repeat the save at the end of each turn to end the effect. If the save is passed, the target becomes immune for 24 hours.
BONUS ACTIONS:
Shadow Blend: becomes invisible in dim light or darkness. Ends on a bonus action, when the mastiff attacks, in bright light, or when it is incapacitated
Etherial Awareness: Can see ethereal creatures and objects
Sunlight weakness: While in bright sunlight, disadvantage on all attack rolls, ability checks, saving throws.
Bite: Melee weapon attack. +5 to hit, reach 5, one target
On Hit: 10 (2d6+3) piercing. DC13 Str save or be knocked prone.
BONUS ACTIONS:
Shadow Blend: becomes invisible in dim light or darkness. Ends on a bonus action, when the mastiff attacks, in bright light, or when it is incapacitated
False Appearance. While the blight remains motionless, it is indistinguishable from a tangle of vines.
Constrict. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12) . Until this grapple ends, the target is restrained, and the blight can’t constrict another target.
Entangling Plants (Recharge 5-6). Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight’s choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.
Corpses: Contains the corpses of 1d6+3 humanoids. Can be pulled free when it does, cannot be damaged within the plant.
Spider Climb: can climb difficult surfaces and upside down without a check.
Stench Of Death: Each creature within 10 feet must make a DC14 Con save or become poisoned until the next turn. Succeeding the check makes you immune to the effect for 24 hours.
Multiattack: Three tentacle attacks.
Tentacle: Melee Weapon attack, +5 to hit, Reach 10, one target.
Hit: 9 (2d6+2) bludgeon + 10 (3d6) poison damage.
Harvest the Dead: eats corpse within 10 feet.
BONUS ACTIONS:
Digest: Digests one of its corpses and regains 11 (2d10) HP. Equipment is spat out. Corpse is fully digested.
Reanimate: animates one swallowed corpse, creating a zombie which acts immediately after it in initiative order. The zombie is an ally but not under it's control. It has the Stench Of Death ability.
Plant Camoflauge: Advantage on stealth rolls in terrain with obscuring plants
Regeneration: Regains 10hp at the start of its turn if it is making contact with the ground. Cant be used after taking fire damage during previous turn.
Tree Stride: Uses 10ft of movement to enter a tree within 5 feet. Exits from a second tree within 60 ft that it can see. Both trees must be Large or greater.
Multiattack: 2 club attacks
Club: Melee Weapon Attack, +7 to hit, reach 5ft., on target.
On Hit: 14 (4d4+4) Force damage.
Iron Boots: Disadvantage on Stealth checks.
Outsize Strength: While grappling, considered medium. No disadvantage from heavy weapons.
Multiattack: 3 Wicked Sickle attacks.
Wicked Sickle: Melee Weapon Attack: +6 to hit, reach 5 ft., single target.
Hit: 9 (2d4+4) Slashing damage.
Ironbound Pursuit: Moves up to a creature and kicks it with its iron boots. Target makes DC 14 dexterity save or takes 20 (3d10 + 4) bludgeoning damage and falls prone.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
Amphibious. The hag can breathe air and water.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (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. Only visual, touching her gives her away. Otherwise DC 20 Investigation.
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.
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Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: (2d6 + 4) piercing damage
Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: (2d8 + 4) bludgeoning damage.
The target is grappled (escape dc 16) Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Charge. If the elk moves at least 20 ft. straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.
Ram. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: (2d6 + 4) bludgeoning damage.