Woggy Sognart
(1/Round) force Charmed enemy to Interpose for you.
When crit: attacker is Charmed (damage ends).
- •Mind Blast (1 Use).
8d10 (Range 12; Area) psychic damage(ignores defense) all enemies. then DC 17 INT save or Dazed.
- •Tentacle.
(Reach 6) Fly 6. 2d10+10. On hit: Grappled(Escape DC 17)
- •Psychic Tether.
(Range 12) 2d10 psychic damage and form a Psychic Link. (Psychic Link: whenever you take damage, a linked target takes half as much psychic damage. Ended by spending an action to sever the link, which also breaks any concentration.)
At 50% HP, Mind Blast recharges.
THE ELDER BRAIN IS DYING! 140 more HP and its dead. Until then: psychic link can't be broken and deals the full amount of damage instead of half.

(1/Round) force Charmed enemy to Interpose for you.
When crit: attacker is Charmed (damage ends).
- •Pounce.2d8+4.
On hit: Riding (End DC 12 STR save) OR:
- •Hijack Brainwaves.
(Target you are Riding) Spend 2 actions for the target (they immediately regain these actions).
(1/Round) Reaction: when damaged, send a target to your mirror world (DC 16 DEX).
The hag's mirror world is Identical except only the hag exists in both worlds at once. A target trapped in the mirror world can escape by finding the exit (Action + DC 16 Arcana, Examination or Perception).
- •Stay With Me!
One enemy is Restrained (DC 16 WILL; Escape on successful save only). THEN:
- •(2x) Claws.1d10+10.
If both hit, the target is Grappled (Escape DC 16). OR:
- •Soul Feeding.
(Hampered target) DC 16 STR save or 2 Wounds (1 On failure) and the hag regains 20 HP.
At 75 HP, summon trapped soul minions (1/Hero; Size:1d10)
When crit: attackers stomach is filled with nails (10 piercing damage at the end of their turns until they spend 2 Actions to vomit).
- •(2x) Claws.1d8+10.
(Reach 2) On hit: Grappled (Escape DC 15).
- •Jaws.1d8+30.
(Grappled target) On damage: Wounded.

(1/Round) force Charmed enemy to Interpose for you.
When crit: attacker is Charmed (damage ends).
- •Telekinetic Storm.2d12+10.
(Range 12; 4x4 Area) DC 19 DEX save, Fail: Pushed 4. OR:
- •Telekinetic Fling.1d12+30.
(Range 18) On hit: move the target primary die spaces. If you move the target into another creature, they also take the damage and are Prone.
At 175 HP, gain Debris Storm: (Aura 4) the area is difficult terrain for enemies, and enemies take 10 damage if they end their turns in the area.

(1/Round) force Charmed enemy to Interpose for you.
When crit: attacker is Charmed (damage ends).
- Mass Domination.4d8.
(Range 6; Area) psychic damage(ignores defense) all enemies. DC 18 Will save: Fail: spend one of the targets actions.

(1/Round) force Charmed enemy to Interpose for you.
When crit: attacker is Charmed (damage ends).
You are invisible to charmed creatures.
- •Tentacles.1d8+20.
On Damage: Grappled. OR:
- •Devour Brain.40.
(You must have Advantage) DC 16 STR save, Fail: Wounded
On Damage: Poisoned (DC 15 STR Save or Healing ends)
- •Tentacle.1d8+5.
(Reach 2) On hit: Grappled (Escape DC 15).
- •Slam.1d8+10.
(Grappled Target) On damage: Dazed.
You act first in combat.
- •(2x) Tendril.2d10.
(Range 12) On hit: Grappled (Escape DC 15 or 10 slashing damage; doesn't harm the roper) and pulled primary die spaces closer. OR:
- •Bite.2d10+20
You dont trigger Opportunity Attacks (1/Round) have a non-crit attack miss and move 6.
- •Disorienting Dance.
Move 6 and bring a target that passes adjacent of you along with you. THEN:
- •Paralytic Bite.2d8+30.
On damage: Poisoned and Speed 0 (Ended by Healing); if already Hampered: +20 damage and can't be Defended.
At 85 HP, summon spider minions (2/Hero; Size 1d8) and the ground becomes difficult terrain for enemies.
You always know if you hear a lie. Advantage on attacks against wicked creatures.
At the end of your turns, enemies within 4 are Frightened.
A creature riding you is immune to damage. Only creatures you designate can ride you.
- Judgement Fire.d66.
(Range 12) all enemies that have attacked any angel on their last turn. 30+ damage: Burning (Burning: You take 5 damage at the end of your turns until you spend an action and make a DEX save to end it. You can drop prone to automatically succeed)
At 70 HP, lose your Armor but now targets within 4 take 5 fire damage at the start and end of their turns.
Resistant(-10) to fire, ice, lightning and wind.
Attacks against you that roll 7+ on the primary die miss.
- Whirlpool.2d20+10.
(Range 12, 5x5 area) DC 18 STR save or pulled into the center and Drowning (Drowning: Wounded at the end of your turn unless you spend 2 actions to cough up water.)
At 120 HP, waves spray seafoam about. Heroes make a DC 18 DEX save or are Blinded (End of turns).