b'Floe Hag \n'b'  Family:   Hags  \n'b'  Medium   fey ,  neutral evil  \n'b'  Armor Class  15 (natural armor) \n'b' Hit Points  135 (18d8 + 54) \n'b' Speed  30 ft., climb 20 ft., swim 40 ft.\n'b' STATS STR: 18 (+4) DEX:  15 (+2)  CON:  16 (+3)  INT:  12 (+1)  WIS:  12 (+1)  CHA:  14 (+2)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Deception  +5,  Stealth  +5 \n'b' Damage Immunities  cold \n'b' Senses   darkvision  60 ft., passive  Perception  11 \n'b' Languages  Aquan, Common, Giant \n'b' Challenge  5 (1,800 XP) \n'b' Proficiency Bonus  +3 \n'b' SPECIAL TRAITS \n'b'\n'b'  Amphibious . The floe  hag  can breathe air and water. \n'b'  Ice Walk . The floe  hag  can move across and climb icy surfaces without needing to make an ability check. Additionally,  difficult terrain  covered in ice or snow doesn\xe2\x80\x99t cost her extra movement. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The floe  hag  makes two Claw attacks or three Ice Bolt attacks. \n'b'  Claw .  Melee Weapon Attack : +7 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) slashing damage plus 10 (3d6) cold damage, and the target is  grappled  (escape DC 15) if the  hag  doesn\xe2\x80\x99t have another creature  grappled . \n'b'  Ice Bolt .  Ranged Spell Attack : +5 to hit, range 60 ft., one target.  Hit : 12 (3d6 + 2) cold damage. \n'b'  Stash . The floe  hag  stashes a Medium or smaller creature  grappled  by her or that is  incapacitated  within 5 feet of her inside an extradimensional pocket in her parka, ending the  grappled  or  incapacitated  condition. The extradimensional pocket can hold only one creature at a time. While inside the pocket, the creature is  blinded  and  restrained , and it has total  cover  against attacks and other effects outside the pocket. The trapped creature can take its action to escape the pocket by succeeding on a DC 15  Strength  check and using 5 feet of movement, falling  prone  in an unoccupied space within 5 feet of the  hag . If the floe  hag  dies, a trapped creature is freed, appearing in an unoccupied space within 5 feet of the  hag\xe2\x80\x99s  body. \n'b'  Distracting  Knock  (Recharge 5\xe2\x80\x936) . The floe  hag  raps her knuckles on the ice, creating a magical, echoing  knock . Each creature within 30 feet of the  hag  must make a DC 15  Wisdom  saving throw. On a failure, a creature takes 21 (6d6) psychic damage and is  incapacitated  for 1 minute. On a success, a creature takes half the damage and isn\xe2\x80\x99t  incapacitated . While  incapacitated , a creature moves toward the  hag  by the safest available route on each of its turns, unless there is nowhere to move. An  incapacitated  creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. \n'b'  Spellcasting . The floe  hag  casts one of the following spells, requiring no material components and using  Charisma  as the spellcasting ability (spell save DC 13): \n'b'\n'b'  At will :  minor illusion ,  prestidigitation  \n'b'  3/day each :  fog cloud ,  sleep  \n'b'  1/day :  sleet storm  \n'b'\n'b' ABOUT \n'b' A woman with long, lank hair, green-scaled skin, and elongated fingers hums eerily as it emerges from a hole in the ice. The floe  hag  is found in freezing cold seas. People living in the fishing villages of the far north know to limit their time on the ice to avoid a floe  hag  grabbing them. \n'b'  Tell-Tale Signs . The floe  hag  clings to the underside of ice floes and knocks on the ice to attract the attention of hunters and fishermen. When a victim gets too close, the  hag  seizes it and stashes it inside an extradimensional pocket stitched into the back of her sealskin parka. Once she has a captive, she brings it to her lair beneath the ice. \n'b'  Eternal Captive . Captives brought to the floe  hag \xe2\x80\x98s lair are never seen again. Some say the  hag  is lonely and wants company, freezing the captives into statues for companionship and decoration. Others say she stays young by slowly absorbing her captives\xe2\x80\x99 life energy. On rare occasions, a captive that survives an extended stay in the  hag \xe2\x80\x98s lair transforms into a new floe  hag  and leaves the lair to claim its own victims and lair.'