Crones Monsters D&D 5E

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The Crones are ancient, mysterious creatures that act as goddesses and rulers over their land. They were originally four sisters who killed their mother to save their people from her madness. They possess great magical powers and abilities.

The Crones were originally four sisters - the Mother and her three daughters created from dirt and water. The daughters killed the Mother to end her madness and saved their people. Now the Crones act as goddesses and rulers over their domain.

The Crones can grant gifts and boons in exchange for sacrifices, though these always come at a price. They possess magic abilities like summoning monsters and controlling the weather. They can also curse and afflict people.

Crones

"Sister crones, hand in hand, terrors of the sea and land, thus Earthly Goddesses. Common folk refer to the crones "The
do go about, about: thrice to thine and thrice to mine, and Ladies of the Wood", “Norns”, or simply "The Good Ladies."
thrice again, to make up nine.”—Macveth, Act 1, Scene 3 The Crones act as the true sovereigns of their land, whose
inhabitants they help survive through harsh times in return
Ancient Monstrosity. The isolated corners of our world for unquestioning obedience. In foul times, when plague or
harbor creatures older than humans, older than academies famine steals the harvest, when the gods have abandoned
and mages, older even than elves and dwarves. The Crones them, when the mighty do not care for their fate, the folks
are such creatures. No one knows their true names, nor what turn to the Ladies for help.
breed of monstrosity they in fact are. Folk say they were four
at first. The Mother, She-Who-Knows, the Lady of the Wood,
came here from a faraway land and, since she suffered
terribly from loneliness, she made daughters out of dirt and A Gift from the Ladies
water.
If one listens to tells and stories, you will learn how
to plea for help from a crone, such help always
Life-saving Parricide. A long, long time ago the Mother was comes at a price though, but the ladies have the
sole ruler of all of land. Her daughters brought her the reputation to always keep their word. This is how
people's requests and served as her voice. Each spring, one begs help from the Ladies:
sacrifices of grain, animals, and men were made to the Lady
of the Wood on her special night. Yet as the years passed, the Find a child, young and innocent, and search out
Lady of the Wood slipped deeper and deeper into madness. the Ladies' shrine - that is where the Trail of Treats
Her madness eventually spread over the land - men took to begins. Set the child off on the trail and it shall
abandoning their homes and setting out into the bog, where follow its sweet track and find the Good Ladies.
they became food for beasts. Before long, the land was The child will never want for anything ever again,
drowning in blood. for the Ladies are kind and generous. Standing
before their shrine, pronounce your request and
The daughters saw their home nearing destruction and took the Good Ladies will hear, for they see and hear all
that takes place in their demesne. If you made the
it upon themselves to save it. When spring came once more,
offering as it must be done, your supplication will
and with it the night sacrifices, they killed their mother and be heard.
buried her into a bog. Her blood watered a mystical oak, and
from then on the tree grew wholesome and hearty fruit for Such boons may include but are not limited to:
the people. As for the Lady's immortal soul, it refused to leave ability score improvements, new feats, or epic
its beloved land, and so the daughters imprisoned it. To this boons found in the Dungeon Master’s Guide
day it lies trapped beneath the earth, where it thrashes about (page 232). The gift lasts until the crone
in powerless rage. chooses to dismiss it or the crone dies. A wish
spell can also end the pact.
A creature that makes a pact with a crone gains
a mystical brand somewhere on its body, the
brand is unique to each crone. The crone can
communicate through the person over any
distance, even from another plane of existence,
speaking through its mouth. Once per month,
the crone may charm the creature as if using
the geas spell. The creature automatically fails
the saving throw to resist the spell, and it can’t
be ended by any normal magic except for a wish
spell, which also ends the pact.
Fiendish Appetite. In the more ghastly legends, crones are Elder Magic. Crones wield powerful magic, but one different
said to know over a dozen recipes for human soup. During from that of mages. They draw power from the elements and
their sabbath crowns truly feed on human flesh, cooking men destiny and are bound to the land in which they live. The
and children in infernal pots spiced with root from the cursed Crones can hear everything that happens in their woods,
trees growing in their lair. In whispered tales, for if they predict the future, twist the threads of human lives and bring
spoke too loudly the crones would hear it, villagers speak of blessings as well as curses. The Crones seem for all intents
the tribute demanded in the form of human ears. The ears and purposes to be immortal. Magic elixirs keep them from
hung from trees, allowing the crones, through the use of aging and allow them to take the appearance of young
primeval magic, to heard all that happened in their land. women. These elixirs and their mystical ties to the land in
which they live also give them supernatural strength and
vitality.

A Crone's Lair
Elder Curse A crone's lair isn't usually where she lives, but a mystical
Simple curses are easily dealt with by clerics, druids center of energy, usually tied to the death of its mother. It
and wizards, becoming nothing more than a holds great significance and importance in the performing of
temporary annoyance for the wielders of the faith her magic. Sabbaths, seasonal rites and other ceremonial
and arcane. However, in ancient times, magic was
sacrifices are held at the lair or in close vicinity.
expressing itself differently, demanding sacrifices
to be tamed, powering itself on blood, life essence
and grievous trials. Elder curses tap into these Lair Traits
ancient powers, a form of magic that is primal and A crone's lair has all of the following effects in place:
raw, brutal and cruel. Such curses are not so easily
A crone can only cast an elder curse or control a creature
dispelled and will resist most form of magic.
Nothing short of a wish spell can remove an elder that made a pact with her from within her lair.
curse but each elder curse also must have a single Creatures other than the crone can’t teleport into the lair
means of removing the curse with some deed that or use portals and planar travel to enter the area, as
the DM designates: though protected by a forbiddance spell.
While inside her lair a crone is shielded against divination
The elder curse must be casted by the crone as magic, as though protected by a nondetection spell.
a ritual, taking an hour to perform. The effects
can target one creature, without limit of Regional Effect
distance or planar location, as long as the crone The region containing a crone lair is altered by the creature's
add a part of the target (strand of hair, nail presence, creating one or more of the following magical
clipping, blood, etc.) as a spell component, effects, based on the type of crone:
consumed during casting.
The elder curse can duplicate the effects of a Death Crone: Undead creatures lurk in the region. If the
bestow curse, contagion, symbol, true crone wishes so, humanoids dying in the region raise
polymorph, or even, if several crones partake in within 24 hours as foglets, drowners or other type of
the ritual, a wish spell (Spell DC 18, +2 per undead suiting the environment.
crone performing the ritual after the first). Every Flesh Crone: Natural healing is greatly impeded in the
crone involved in the ritual cannot use their region. When a character expands a Hit Dice to heal and
innate spellcasting ability until they completed
obtains a "1", it cannot regain hit points by any mean until
a short rest.
The deed to lift the curse must be something it completed a long rest or a remove curse spell ends the
that the target can accomplish within one year, effect.
assuming the task is undertaken immediately Norn: People born in the area refuse to leave the region,
(burning all the spinning wheels in the tying their fate to the land. Any spell that can end a curse
kingdom, climbing the tallest mountain of the can remove this coercive effect.
world, slaughter an entire bloodline...). Killing Primeval Crone: The crone can hear anything that is
the crone doesn't end the curse. happening in the region through severed ears hanged in
The target of the elder curse can have help trees. Crow spies report any suspicious activity in the
accomplishing the deed. In fact, someone else region to the crown.
can accomplish the deed as long as removing
the curse is the expressed purpose of the deed. When a crone is killed, its regional effects fades over 30
If someone who doesn’t know about the curse days.
accomplish the deed, the curse remains.
Mistress of Hexes. The crone magically forces a creature
Crone it can see within 60 feet of it to make a DC 18 Wisdom
Medium monstrosity (shapechanger), lawful evil saving throw. In case of failure the target is under one
of the following effects, chosen by the crone:
Armor Class 15 (natural armor)
1. Boiling Blood. The blood of the target starts boiling in its
Hit Points 171 (18d8 + 90)
Speed 30ft. veins. It becomes incapacitated with excruciating pain
until the end of the crone's next turn. At the beginning of
its turn the target takes 10 (3d6) fire damage and 10
STR DEX CON INT WIS CHA (3d6) necrotic damage until the effect ends.
20 (+5) 10 (+0) 20 (+5) 20 (+5) 17 (+3) 13 (+1) 2. Doomed. The target has disadvantage on attack rolls and
has vulnerability to one type of damage of the crone's
choice. At the end of each of its turns, it can make
Saving Throws Con +10, Int +10, Wis +8, Cha +6
another Wisdom saving throw. If it succeeds, the effect
Skills Arcana +15, Nature +15, Religion +15
Damage Resistances acid, cold, fire, lightning; ends.
bludgeoning, piercing, and slashing from nonmagical 3. Leech. The target takes 10 (3d6) necrotic damage at the
weapons beginning of its turn, and the crone regains hit points
Senses truesight 60ft., passive Perception 13 equal to that amount. At the end of each of its turns, it
Languages Abyssal, Common, Draconic, Dwarvish, can make another Wisdom saving throw. If it succeeds,
Giant the effect ends.
Challenge 15 (13,000 XP) 4. Twisted. The hexe twist horribly the appearance of the
target. The target is blinded and deafened, its Charisma
Shapechanger. The crone can use its action to score becomes 1 until the curse is removed by a remove
polymorph into a Small or Medium female humanoid or curse spell or similar magic.
back into its true form. While in humanoid form, its
statistics, are the same. Any equipment it is wearing or Legendary Actions
carrying isn't transformed. It reverts to its true form if it
dies. The crone can take 3 legendary actions, choosing from
the options below. Only one legendary action option
Limited Magic Immunity. The crone is immune to spells can be used at a time and only at the end of another
of 5th level or lower unless it wishes to be affected. It creature's turn. The crone regains spent legendary
has advantage on saving throws against all other spells actions at the start of its turn.
and magical effects.
Claws. The crone makes one claws attack.
Magic Attacks. The crone's weapon attacks are magical. Mistress of Hexes (Costs 2 Actions). The crone use
her Mistress of Hexes power.
Actions Cast a Spell (Costs 2 Actions). The crone cast a spell
Multiattack. The crone uses its Mistress of Hexes and from its list of Innate Spellcasting (if any), using a
makes two claws attacks. daily use as normal.

Claws (Crone Form Only). Melee Weapon Attack: +10 to


hit, reach 5ft., one creature. Hit 16 (3d6 + 5) slashing
damage.
Death Crone Flesh Crone
Death Crones have power over death and the undead, Flesh Crones are gluttonous creatures, feasting constantly on
especially the ones dying in their land. They have the ability to the sacrifices made in their name. They brew stews of human
raise the fallen to serve them and can command to necrotic flesh and bake pies filled with children meat. They are
energies. Some believe that death crones gained their physically larger and stronger than their sisters and can
abilities by dealing the killing blow to their mother, binding regenerate wounds quickly, while dealing terrible blow,
themselves forever to murderous magic in the process. The dismembering their victims with a single strike. They are the
presence of a death crones is usually felt first by the unusual ones that know the secrets of the elixir allowing them to
number of undead roaming the area, especially drowners and prolong their life indefinitely. Their curses usually turn their
foglets. Of all the crones, they are the ones that cast the victims into wretched beings, especially unfaithful or
nastiest curses, usually resulting in slow agonizing death. desperate women, twisting them into vile hags.

Death Crone Flesh Crone


Innate Spellcasting. The crone's innate spellcasting Regeneration. The crone regains 20 hit points at the
ability is Intelligence (spell save DC 18). The crone start of its turn if it has at least 1 hit point.
can innately cast the following spells, requiring no
material components: Uncanny Strength. The crone melee attacks score a
critical hit on a roll of 18-20. A creature taking
At will: feign death, ray of enfeeblement, witch damage from the attack suffers from a Lingering
bolt (4th-level slot) Injury (See p.272 of the Dungeon Master's Guide).
2/day each: cloudkill, vampiric touch (5th-level
slot) Actions
1/day: power word kill
Witch Sabbath (Recharge 6). The crone chooses
what to summon and attempts a magical
Actions summoning. The crone can summon 1d4 Sea Hag,
Black Fog (Recharge 6). A magical fog obscure the 1d2 Green Hag or 1 Night Hag. A summoned
area and brings the dead with it. A 120-foot-radius creature appears in an unoccupied space within 60
sphere of fog centered on a point within 120 feet feet of the crone, acts as an ally of its crone. It
of the crone appears. The sphere spreads around remains for l minute, until it or its crone dies, or
corners, and its area is heavily obscured. The crone until the crone dismisses it as an action.
chooses what to summon and attempts a magical
summoning. The crone can summon 1d6 Drowner,
1d3 +1 Foglet or 1 Crypt Horror. A summoned
creature appears in an unoccupied space within the
fog, acts as an ally of its crone. It remains for l
minute, until it or its crone dies, or until the crone
dismisses it as an action.
Norn Primeval Crone
The enigmatic norns, also called Fates, are crones that rule Primeval crones have an unparalleled connection with their
and prophecy the destinies of men. They are often blamed for land, they are aware of anything that happens in it thanks to
tragic fates, as they weave destinies to reach a dramatic their many crow spies and the ears they hang in trees. They
ending, causing all the malevolent and tragic events in the can control the weather and command to beasts throughout
land. Not all aspects of the norns are negative though, for they their demesne. They can tame the wildest of monstrosity and
are known for visiting newborn children in order to make them do their bidding. They have a strong affinity with
determine his or her future. Sometimes, when a child has an Fiends and Chort and use them to destroy their enemy or
exceptional destiny they will bestow freely their blessing to seek the ones that attempt to escape their pact. When they
assure it will fulfil its fate. The curses casted by norns curse someone they usually turn them into mindless beast,
manipulate events in unforeseeable ways, always to the afflicting them with lycanthropy or driving them insane.
demise of their victims.

Primeval Crone
Norn
Innate Spellcasting. The crone's innate spellcasting
Innate Spellcasting. The crone's innate spellcasting ability is Intelligence (spell save DC 18). The crone
ability is Intelligence (spell save DC 18). The crone can innately cast the following spells, requiring no
can innately cast the following spells, requiring no material components:
material components:
At will: speak with animals
At will: dissonant whisper (6th-level slot), shield, 2/day each: grasping vine, insect plague,
tongues polymorph
2/day each: commune, forcecage, legend lore 1/day each: control weather, shapechange
1/day each : astral projection, foresight
Actions
Actions Call Fiend (Recharges after a Long Rest). The crone
Etherealness. The crone magically enters the summons 1 Fiend. A summoned creature appears
Ethereal Plane from the Material Plane, or vice in an unoccupied space within 60 feet of the crone,
versa. acts as an ally of its crone. It remains for l minute,
until it or its crone dies, or until the crone
Unravel Destiny (Recharge 5-6). Melee Weapon dismisses it as an action.
Attack: +10 to hit, reach 5ft., one creature. Hit 33
(5d10 + 5) psychic damage and the target must
suceed on a DC 18 Wisdom saving throw or be
afflicted with short-term madness (p.259 in the
Dungeon Master's Guide).

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