b'Wood Hag \n'b'  Family:   Hags  \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  16 (natural armor) \n'b' Hit Points  170 (20d8 + 80) \n'b' Speed  30 ft., climb 30 ft.\n'b' STATS STR: 16 (+3) DEX:  14 (+2)  CON:  18 (+4)  INT:  12 (+1)  WIS:  21 (+5)  CHA:  15 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Str  +7,  Con  +8,  Wis  +9 \n'b' Skills   Deception  +6,  Perception  +9,  Stealth  +6,  Survival  +9 \n'b' Damage Immunities  poison \n'b' Condition Immunities   charmed ,  poisoned  \n'b' Senses   darkvision  60 ft., passive  Perception  19 \n'b' Languages  Common, Elvish, Sylvan \n'b' Challenge  9 (5,000 XP) \n'b' Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  One with the Woods . While the  hag  remains motionless in forest terrain, she is indistinguishable from an old, decomposing log or tree stump. \n'b'  Magic Resistance . The wood  hag  has advantage on saving throws against spells and other magical effects. \n'b'  Speak with Beasts and Plants . The wood  hag  can communicate with Beasts and Plants as if they shared a language. \n'b'  Woodland Walk . Difficult terrain composed of plants doesn\xe2\x80\x99t cost the wood  hag  extra movement. In addition, she can pass through plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The wood  hag  makes two Claw or Toxic Splinter attacks. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 10 (2d6 + 3) slashing damage plus 18 (4d8) poison damage. \n'b'  Toxic Splinter .  Ranged Spell Attack : +9 to hit, range 60 ft., one target.  Hit : 7 (1d4 + 5) piercing damage plus 18 (4d8) poison damage, and the target must succeed on a DC 16  Constitution  saving throw or be  poisoned  for 1 minute. While  poisoned  in this way, the target is  paralyzed . A  poisoned  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature within 5 feet of the target can take its action to remove the splinter with a successful DC 13  Wisdom  ( Medicine ) check, ending the  poisoned  condition on the target. \n'b'  Spellcasting . The wood  hag  casts one of the following spells, requiring no material components and using  Wisdom  as the spellcasting ability (spell save DC 17): \n'b'\n'b'  At will :  charm person ,  entangle  \n'b'  3/day :  plant growth  \n'b'  1/day :  contagion  \n'b'\n'b' BONUS ACTIONS \n'b'\n'b'  Nettling Word . The wood  hag  heckles, mocks, or jeers at one creature she can see within 30 feet of her. If the creature can hear and understand the  hag , it must succeed on a DC 16  Charisma  saving throw or become enraged until the end of its next turn. While enraged, a creature has advantage on  melee attack  rolls, is unable to distinguish friend from foe, and must move to and  attack  the nearest creature other than the  hag . If no other creature is near enough to move to and  attack , the enraged creature stalks off in a random direction.  Attack  rolls against an enraged creature have advantage. \n'b'\n'b' ABOUT \n'b' In the rainforest\xe2\x80\x99s mist-draped half- light , a rotting, mossy tree stump mutters to itself. The decomposing mass rises, unfolding from its camouflage of ferns, mosses, and mulch, revealing the short, powerfully?built crone underneath. The wood  hag  resembles a disheveled, ancient woman. The  hag\xe2\x80\x99s  pallid skin is mottled by patches of mold and clusters of tiny mushrooms. Her clothing consists of draped mosses, lichens, and fern fronds, and it crawls with slugs, grubs, and earthworms. \n'b'  Witch of the Wilds . Wood hags haunt fog-wreathed rainforests, steaming, mountain-top jungles, and murky mangrove swamps. Their homes are moist, moldering places of fern and fungus, snail, and shadow. Wood hags carve out lairs within great, rotting logs, build camouflaged treehouses, or dig rabbit-like warrens into forest floors. \n'b'  Monstrous Matron . Wood hags are friends to cueyatl, shambling mounds, and similar denizens of the dark and damp areas in which they live. Wood hags also create allies and servants from available materials, constructing witchalders and mud golems to do their bidding.'