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<blockquote data-quote="Koren" data-source="post: 6863502" data-attributes="member: 6802236"><p>I've been following along as I was of a similar mind regarding the overwhelming challenge of the coven. I'm also looking at the green hag as a possible substitute and agree with your assessment. I think the normal weapons resistance is the biggest hurdle outside of the coven spells, as the night hag's spell list is pretty limited as far as save-or-suck (sleep can be mitigated by using actions to wake up those affected and vicious mockery over claw attacks is a losing proposition for a hag).</p><p></p><p>But the coven spells...even going "easy" on a group and favoring damage spells over save-or-suck is going to be deadly for a party averaging 4th or 5th level. 3 8d6 lightning bolts and 3 phantasmal killers on low will save targets would wipe out a party just as easily as the curses, hold persons, and polymorphs. DC 13 saves are still going to be 50/50 shots for most characters at this level.</p><p></p><p>My cleric player is likely to have silence memorized, but I don't want to count on that. I've been thinking of other ways of separating the coven, and the best I can come up with is give them a chance to take out Morgantha during a confrontation during the Dream Biscuits event back in the village.</p><p></p><p>I think I'll replace them with green hags, which will at least give the player's a shot at seeing through the illusion. The same cleric also has Magic Initiate (druid) for Faerie Fire, so could quite likely mitigate Morgantha's use Invisibility to escape. If she does escape and reunite with her daughters, then at least they're somewhat aware of what they could be facing (Intelligence(Arcana) checks to know that hags with their covens gain nasty spellcasting abilities).</p><p></p><p>Of course, if they don't pursue Morgantha after Dream Biscuits, then perhaps her daughters are Night Hags when they finally get around to checking out the windmill at a later time. However, between the windmill imagery in Death House and the deed, I have a feeling they're going to see it as a potential adventure site/base of operations pretty quickly.</p></blockquote><p></p>
[QUOTE="Koren, post: 6863502, member: 6802236"] I've been following along as I was of a similar mind regarding the overwhelming challenge of the coven. I'm also looking at the green hag as a possible substitute and agree with your assessment. I think the normal weapons resistance is the biggest hurdle outside of the coven spells, as the night hag's spell list is pretty limited as far as save-or-suck (sleep can be mitigated by using actions to wake up those affected and vicious mockery over claw attacks is a losing proposition for a hag). But the coven spells...even going "easy" on a group and favoring damage spells over save-or-suck is going to be deadly for a party averaging 4th or 5th level. 3 8d6 lightning bolts and 3 phantasmal killers on low will save targets would wipe out a party just as easily as the curses, hold persons, and polymorphs. DC 13 saves are still going to be 50/50 shots for most characters at this level. My cleric player is likely to have silence memorized, but I don't want to count on that. I've been thinking of other ways of separating the coven, and the best I can come up with is give them a chance to take out Morgantha during a confrontation during the Dream Biscuits event back in the village. I think I'll replace them with green hags, which will at least give the player's a shot at seeing through the illusion. The same cleric also has Magic Initiate (druid) for Faerie Fire, so could quite likely mitigate Morgantha's use Invisibility to escape. If she does escape and reunite with her daughters, then at least they're somewhat aware of what they could be facing (Intelligence(Arcana) checks to know that hags with their covens gain nasty spellcasting abilities). Of course, if they don't pursue Morgantha after Dream Biscuits, then perhaps her daughters are Night Hags when they finally get around to checking out the windmill at a later time. However, between the windmill imagery in Death House and the deed, I have a feeling they're going to see it as a potential adventure site/base of operations pretty quickly. [/QUOTE]
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