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False Crone

False Crone is a hag that led a small group of witches within the Children of the Coven that believe that the Baba Yaga is not an individual person, but rather a title given to the most powerful witch in the Feywild. She attempted to seize the “title” for herself, but was soundly defeated and almost died in the process.

She used the confusion of the Draco-Giant War to escape the Feywild, and brought her followers to Thera, hidden among the refugees from the war.

The Crone currently inhabits an elven body. She can survive the defeat of a vessel by emerging as a spirit and attempting to escape. Defeating or killing the body does not permanently kill or capture her: keeping her requires magic that binds her spirit or a hag’s Soul Bag.

Madeline is a prospective vessel, not an established completed possession. An encounter in her body would be weaker than one in the Crone’s current elven vessel. Those two situations are alternatives, not a predetermined transfer during combat. Neither the Crone’s alignment nor her possessing abilities establish Madeline’s allegiance or change her underlying identity.

These are provisional homebrew statistics. The elven vessel is CR 20; the Madeline vessel is CR 15 and is used only if that possession occurs. Personal histories, the means of the transfer, and other proposed parts of the Ascension project are not settled by these blocks. Neither form automatically has the Sapphire Brooch of Winter or coven reinforcements.

False Crone, Elven Vessel

Medium fey (hag), Neutral Evil

Armor Class
19
woven spirit ward
Hit Points
285
30d8 + 150
Speed
30 ft.
Challenge
20
25,000 XP
STR
DEX
CON
INT
WIS
CHA
16
MOD+3SAVE+3
18
MOD+4SAVE+4
20
MOD+5SAVE+11
22
MOD+6SAVE+12
20
MOD+5SAVE+11
22
MOD+6SAVE+12
SkillsArcana +12, Deception +12, Insight +11, Perception +11
Condition ImmunitiesCharmed and Frightened
Senses, , passive Perception 21
LanguagesCommon, Infernal, Sylvan, telepathy 120 ft.

Occupied Vessel. This block represents the Crone in the elven body she currently inhabits. It is not her original body, an Elder Brain, or the Baba Yaga. Her prospective Madeline vessel uses a separate CR 15 block; changing bodies is not a combat action or an automatic second phase.

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

Legendary Resistance (2/Day). If the Crone fails a saving throw while embodied, she can choose to succeed instead.

Innate Spellcasting. The Crone's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). She requires no material components for these spells, but uses their normal verbal and somatic components. These daily uses belong to the Crone, not the body.

At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

3/day: misty stepMisty StepLevel 2 · Conjuration1 bonus · Self · InstantaneousVBriefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space you can see.

1/day each: counterspellCounterspellLevel 3 · Abjuration1 reaction · 60 ft. · InstantaneousSYou attempt to interrupt a creature in the process of casting a spell. The creature makes a Constitution saving throw. On a failed save, the spell dissipates with no effect, and the action, Bonus Action, or Reaction used to cast it is wasted. If that spell was cast with a spell slot, the slot isn't expended., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., dominate personDominate PersonLevel 5 · Enchantment1 action · 60 ft. · 1 minuteV, SOne Humanoid you can see within range must succeed on a Wisdom saving throw or have the Charmed condition for the duration. The target has Advantage on the save if you or your allies are fighting it. Whenever the target takes damage, it repeats the save, ending the spell on itself on a success. You have a telepathic link with the Charmed target while the two of you are on the same plane of existence. On your turn, you can use this link to issue commands to the target (no action required), such as "Attack that creature," "Move over there," or "Fetch that object." The target does its best to obey on its turn. If it completes an order and doesn't receive further direction from you, it acts and moves as it likes, focusing on protecting itself. You can command the target to take a Reaction but must take your own Reaction to do so. Your Concentration can last longer with a spell slot of level 6 (up to 10 minutes), 7 (up to 1 hour), or 8+ (up to 8 hours)., dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Unhoused Spirit. When the vessel reaches 0 hit points, the Crone emerges as a visible spirit in the nearest unoccupied space. The vessel falls unconscious at 0 hit points and uses normal death saving throws, healing, nonlethal melee damage, and instant-death rules. This transition grants no immediate movement or action. A spell or effect that specifically binds her spirit persists; an effect confined to the abandoned body does not transfer.

Her escaping spirit is a Medium fey with AC 17, 60 hit points, a flying speed of 60 feet (hover), and the ability to pass through creatures and objects as difficult terrain. It cannot end a turn inside an object. Use Intelligence 22, Wisdom 20, Charisma 22, saving throws Int +12, Wis +11, Cha +12, and Magic Resistance; other ability scores are 10. It is immune to being grappled or knocked prone. It retains her initiative but has no attacks, spellcasting, possession action, legendary actions, Legendary Resistance, or Yielding. It can Dash, Disengage, Dodge, or otherwise move to escape. It gains no free teleportation or replacement vessel.

Reducing the spirit to 0 hit points disperses it beyond this encounter, not into permanent death or captivity. Only magic that expressly binds or imprisons her spirit, or capture in a hag's Soul Bag, can keep her. Ordinary damage, a grapple, killing the vessel, or simply holding its corpse cannot do so. Other barriers and conditions can delay escape according to their rules, but do not become permanent soul bindings.

A creature holding an empty hag's Soul Bag within 10 feet when the spirit emerges can use its reaction to attempt a DC 20 Intelligence (Arcana) check. On a success, the spirit is captured inside the bag. A holder within 5 feet of the spirit can also attempt this check as an action on a later turn. A failure leaves it free. Capture lasts until the bag is opened or destroyed. This is a specific Soul Bag interaction for the Crone, not a new ability of ordinary sacks. Binding spells retain their own targeting, casting time, saves, duration, and release conditions.

Actions

Multiattack. The Crone makes three Unravelling Touch attacks.

Unravelling Touch. Melee or Ranged Spell Attack: +12 to hit, reach 10 ft. or range 120 ft., one target. Hit: 24 (4d8 + 6) necrotic damage. This magical attack is not a spell.

Cast Off Their Names (Recharge 5-6). Up to two creatures the Crone can see within 60 feet must each make a DC 20 Wisdom saving throw, taking 36 (8d8) psychic damage on a failed save, or half as much on a success. A creature that fails is also frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. of her until the end of its next turn. This does not remove its identity or memories and is not a spell.

Reactions

Yielding (1/Long Rest). When the embodied Crone would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect another creature, reset resources, or operate after she has left the vessel.

Legendary Actions

The Crone can take 3 legendary actions, choosing from the options below, only one at a time and only at the end of another creature's turn. She regains them at the start of her turn. She cannot take legendary actions while incapacitated or in her escaping spirit state.

Needle of Dread. Ranged Spell Attack: +12 to hit, range 90 ft., one target. Hit: 16 (3d6 + 6) psychic damage. This magical attack is not a spell.

Gather the Hem. The Crone moves up to half her speed without provoking opportunity attacks.

Call a Debt (Costs 2 Actions). One creature she can see within 60 feet must succeed on a DC 20 Charisma saving throw or be pulled up to 20 feet toward her. This magical ability deals no damage, cannot pull through a solid barrier, and does not prove that the target owes an actual bargain.

False Crone, Madeline Vessel

Medium fey (hag), Neutral Evil

Armor Class
17
woven spirit ward
Hit Points
255
30d8 + 120
Speed
30 ft.
Challenge
15
13,000 XP
STR
DEX
CON
INT
WIS
CHA
12
MOD+1SAVE+1
14
MOD+2SAVE+2
18
MOD+4SAVE+9
20
MOD+5SAVE+10
20
MOD+5SAVE+10
20
MOD+5SAVE+10
SkillsArcana +10, Deception +10, Insight +10
Condition ImmunitiesCharmed and Frightened
Senses, , passive Perception 15
LanguagesCommon, Infernal, Sylvan, telepathy 60 ft.

Prospective Occupied Vessel. Use this block only if the Crone has actually taken Madeline's body. Its existence does not establish that the possession has occurred. The fey type, evil alignment, statistics, and abilities describe the possessing Crone, not Madeline's own nature or allegiance. Reaching 0 hit points ejects the Crone; Madeline is not automatically killed. The 255 hit points are this encounter's occupied-vessel pool, not a permanent addition to Madeline's ordinary statistics. Changing bodies is not a combat action or an automatic second phase.

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

Legendary Resistance (1/Day). If the Crone fails a saving throw while embodied, she can choose to succeed instead.

Innate Spellcasting. The Crone's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She requires no material components for these spells, but uses their normal verbal and somatic components. These daily uses belong to the Crone, not the body.

At will: detect magicDetect MagicLevel 1 · Divination1 action · 30 ft. · 10 minuteV, SFor the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead., disguise selfDisguise SelfLevel 1 · Illusion1 action · Self · 1 hourV, SYou make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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. To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC., minor illusionMinor IllusionCantrip · Illusion1 action · 30 ft. · 1 minuteS, M (a bit of fleece)You create a sound or an image of an object within range that lasts for the duration. See the descriptions below for the effects of each. The illusion ends if you cast this spell again. If a creature takes a Study action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot Cube [Area of Effect]. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, since things can pass through it.

1/day each: bestow curseBestow CurseLevel 3 · Necromancy1 action · Touch · 1 minuteV, SYou touch a creature, which must succeed on a Wisdom saving throw or become cursed for the duration. Until the curse ends, the target suffers one of the following effects of your choice: Choose one ability. The target has Disadvantage on ability checks and saving throws made with that ability. The target has Disadvantage on attack rolls against you. In combat, the target must succeed on a Wisdom saving throw at the start of each of its turns or be forced to take the Dodge action on that turn. If you deal damage to the target with an attack roll or a spell, the target takes an extra 1d8 Necrotic damage. If you cast this spell using a level 4 spell slot, you can maintain Concentration on it for up to 10 minutes. If you use a level 5+ spell slot, the spell doesn't require Concentration, and the duration becomes 8 hours (level 5-6 slot) or 24 hours (level 7-8 slot). If you use a level 9 spell slot, the spell lasts until dispelled., dispel magicDispel MagicLevel 3 · Abjuration1 action · 120 ft. · InstantaneousV, SChoose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (10 plus that spell's level). On a successful check, the spell ends. You automatically end a spell on the target if the spell's level is equal to or less than the level of the spell slot you use., dimension doorDimension DoorLevel 4 · Conjuration1 action · 500 ft. · InstantaneousVYou teleport to a location within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "300 feet upward to the northwest at a 45-degree angle." You can also teleport one willing creature. The creature must be within 5 feet of you when you teleport, and it teleports to a space within 5 feet of your destination space. If you, the other creature, or both would arrive in a space occupied by a creature or completely filled by one or more objects, you and any creature traveling with you each take 4d6 Force damage, and the teleportation fails.

Unhoused Spirit. When the vessel reaches 0 hit points, the Crone emerges as a visible spirit in the nearest unoccupied space. Madeline falls unconscious at 0 hit points and uses normal death saving throws, healing, nonlethal melee damage, and instant-death rules. This transition grants no immediate movement or action. A spell or effect that specifically binds the Crone's spirit persists; an effect confined to Madeline's body does not transfer.

Her escaping spirit is a Medium fey with AC 17, 60 hit points, a flying speed of 60 feet (hover), and the ability to pass through creatures and objects as difficult terrain. It cannot end a turn inside an object. Use Intelligence 22, Wisdom 20, Charisma 22, saving throws Int +12, Wis +11, Cha +12, and Magic Resistance; other ability scores are 10. It is immune to being grappled or knocked prone. It retains her initiative but has no attacks, spellcasting, possession action, legendary actions, Legendary Resistance, or Yielding. It can Dash, Disengage, Dodge, or otherwise move to escape. It gains no free teleportation or replacement vessel.

Reducing the spirit to 0 hit points disperses it beyond this encounter, not into permanent death or captivity. Only magic that expressly binds or imprisons her spirit, or capture in a hag's Soul Bag, can keep her. Ordinary damage, a grapple, killing Madeline, or simply holding her body cannot do so. Other barriers and conditions can delay escape according to their rules, but do not become permanent soul bindings.

A creature holding an empty hag's Soul Bag within 10 feet when the spirit emerges can use its reaction to attempt a DC 20 Intelligence (Arcana) check. On a success, the spirit is captured inside the bag. A holder within 5 feet of the spirit can also attempt this check as an action on a later turn. A failure leaves it free. Capture lasts until the bag is opened or destroyed. This is a specific Soul Bag interaction for the Crone, not a new ability of ordinary sacks. Binding spells retain their own targeting, casting time, saves, duration, and release conditions.

Actions

Multiattack. The Crone makes two Borrowed Hand attacks.

Borrowed Hand. Melee or Ranged Spell Attack: +10 to hit, reach 5 ft. or range 90 ft., one target. Hit: 27 (4d10 + 5) necrotic damage. This magical attack is not a spell.

Borrowed Command (Recharge 5-6). Up to two creatures within 60 feet that can hear the Crone must each succeed on a DC 18 Wisdom saving throw or be frightenedFrightenedConditionSource XPHBWhile you have the Frightened condition, you experience the following effects. You have Disadvantage on ability checks and attack rolls while the source of fear is within line of sight. You can't willingly move closer to the source of fear. of her and unable to take reactions until the end of their next turn. This ability deals no damage, does not create a bargain, and is not a spell.

Reactions

Yielding (1/Long Rest). When the embodied Crone would take an instance of physical or magical damage, she can prevent that instance of damage to herself. Her hit points then become 1. This does not protect another creature, reset resources, or operate after she has left the vessel.

Legendary Actions

The Crone can take 2 legendary actions, choosing from the options below, only one at a time and only at the end of another creature's turn. She regains them at the start of her turn. She cannot take legendary actions while incapacitated or in her escaping spirit state.

Splinter of Spite. Ranged Spell Attack: +10 to hit, range 90 ft., one target. Hit: 15 (3d6 + 5) psychic damage. This magical attack is not a spell.

Gather the Hem. The Crone moves up to half her speed without provoking opportunity attacks.

The blocks distinguish an occupied vessel’s defeat from the Crone’s escape. They give a visible spirit, a normal initiative window, and an explicit Soul Bag capture attempt. The bag check, spirit statistics, and host death-saving-throw procedure are encounter-design choices, not a claim that these exact mechanics were already demonstrated in play.

Bindings retain their own spell requirements. The spirit gains neither an immediate free turn nor another attacking phase, and ordinary damage cannot secure lasting captivity. Madeline can be stabilized or healed after the Crone is expelled; defeating the possessor does not make her an automatic monster casualty. Effects of excess damage and deliberate nonlethal melee attacks still apply normally.

See Three Hag Triads for her followers, disruption tactics, advance clues, and the separate objectives of saving a host and capturing a spirit.