Wandamorel Moonshadow

The BBEG. Hates stupid people, lives alone in the tower, left the town council years ago not seen since. Doesn’t want the town to be renamed Big Egg. Team apple. Evil wizard half elf who lives in the big evil tower.

A supremely elderly warlock, wandamorel left the real world behind a decade or so ago. Former town council member, she retired to her scary tower just outside town to study nature, magic, and meditate on her life during her final years in the mortal realm.

Her backstory, in her youth she masqueraded as a man and went by the name Dominic Dumpington. Adventures were had, towns painted red, shenanigans ensued that entered the realm of legend. Now, centuries later, having at some point made a pact with the elder god Yog-Froggoth and become a mighty warlock, she grows old and tired of a changing world and retires to the town that she remembers most fondly from her riotous youth - New blort.

Imagine her rage when she discovers that the idiotic populace of the town have voted to change the name from the time honoured and iconic 'Big Apple' to the 'Big Egg'!

Shes so mad she incinerates the entire town council, escapes through her fire exit, disguises herself as a traveler and takes her secret tunnel from the Inn back to her tower.

PCs can either kill her, OR if they discover that she used to be Dominic Dumpington, convince her to give up, at which tie shewill sacrifice herself to the elder frog (or at least get rid of the frogs).

Her spellcasting fcus is a dried frog foot necklace.

Wandamorel Moonshadow

Medium humanoid, neutral evil

Armor Class 17 (natural armor)

Hit Points 112

Speed 30 ft.

STR	DEX	CON	INT	WIS	CHA

18 (+4)	15 (+2)	16 (+3)	16 (+3)	14 (+2)	16 (+3)

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

Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Condition Immunities charmed

Senses darkvision 120 ft., passive Perception 16

Languages Abyssal, Common, Infernal, Primordial, Celestial

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

At will: detect magic, magic missile, eldritch blast, fire bolt, grease,

2/day each: plane shift (self only), ray of enfeeblement, sleep, fireball, greater invisibility, disguise self, hold person, scorching ray

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

Actions

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

Change Shape. She 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. She magically enters the Ethereal Frog Plane from the Material Plane, or vice versa.

Feats:

Heroic rush: Centuries of heroic adventure have granted her lightning fast reflexes - get two additional actions per turn. Max 3 times per short rest.

Frog armour: She can summon a swarm of frogs from the frog dimension to shield her from attacks, as a reaction. They are ordinary frogs and if any survive they don't have any allegiance. Grants 3/4 cover (+5 to AC and dex saving throws)

Legendary action: Summon Yog Froggoth

Sacrifice your mortal form, die a painful death from immolation and summon Yog Froggoth temporarily into this realm.

Strategy:


 * 1) Prep
 * 2) Roll REALLY WELL on initiative
 * 3) Summon frog armour as a reaction once per turn (provides 3/4 cover and absorbs up to 20HP damage. Gets frogs everywhere (difficult terrain?)
 * 4) Summon Elder Frogs
 * 5) Cast Grease between PCs and me
 * 6) Attack with
 * 7) Scorching Ray
 * 8) Fireball
 * 9) Eldritch Blast
 * 10) Melee with
 * 11) Plane Shift (they cna come back when Yog Froggoth comes to claim her soul)
 * 12) Hold Person
 * 13) If taking a lot of damage
 * 14) Plane shift (self)
 * 15) Greater Invisibility
 * 16) Summon Yog Froggoth

SPELLS

At will: detect magic, magic missile, eldritch blast, fire bolt, grease,

2/day each: plane shift (self only), ray of enfeeblement, sleep, fireball, greater invisibility, disguise self, hold person, scorching ray

 PLANE SHIFT 


 * Casting Time: 1 action
 * Range: Touch
 * Components: V S M (A forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
 * Duration: Instantaneous
 * Classes: Cleric, Sorcerer, Warlock, Wizard, Druid
 * You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM’s discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence

= Ray Of Enfeeblement = 2 necromancy


 * Casting Time: 1 action
 * Range: 60 feet
 * Components: V S
 * Duration:  Up to 1 minute
 * Classes: Warlock, Wizard
 * A black beam of enervating energy springs from your finger toward a creature within range. Make a ranged spell attack against the target. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends. At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.

= Sleep = 1 enchantment


 * Casting Time: 1 action
 * Range: 90 feet
 * Components: V S M (A pinch of fine sand, rose petals, or a cricket)
 * Duration: 1 minute
 * Classes: Bard, Sorcerer, Wizard
 * This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
 * At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1s

= Fireball = 3 evocation


 * Casting Time: 1 action
 * Range: 150 feet
 * Components: V S M (A tiny ball of bat guano and sulfur)
 * Duration: Instantaneous
 * Classes: Sorcerer, Wizard
 * A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
 * At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd

= Grease = 1 conjuration


 * Casting Time: 1 action
 * Range: 60 feet
 * Components: V S M (A bit of pork rind or butter)
 * Duration: 1 minute
 * Classes: Wizard
 * Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

= Greater Invisibility = 4 illusion


 * Casting Time: 1 action
 * Range: Touch
 * Components: V S
 * Duration:  Up to 1 minute
 * Classes: Bard, Sorcerer, Wizard
 * You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person.

= Disguise Self = 1 illusion


 * Casting Time: 1 action
 * Range: Self
 * Components: V S
 * Duration: 1 hour
 * Classes: Bard, Sorcerer, Wizard
 * You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

= Hold Person = 2 enchantment


 * Casting Time: 1 action
 * Range: 60 feet
 * Components: V S M (A small, straight piece of iron)
 * Duration:  Up to 1 minute
 * Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
 * Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
 * At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

= Scorching Ray = 2 evocation


 * Casting Time: 1 action
 * Range: 120 feet
 * Components: V S
 * Duration: Instantaneous
 * Classes: Sorcerer, Wizard
 * You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
 * At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

= Eldritch Blast = cantrip evocation


 * Casting Time: 1 action
 * Range: 120 feet
 * Components: V S
 * Duration: Instantaneous
 * Classes: Warlock
 * A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

= Hold Person = 2 enchantment


 * Casting Time: 1 action
 * Range: 60 feet
 * Components: V S M (A small, straight piece of iron)
 * Duration:  Up to 1 minute
 * Classes: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard
 * Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
 * At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.