Medium fiend, Neutral Evil
| Armor Class | 17 (natural armor) |
|---|---|
| Hit Points | 112 (15d8 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | Deception +6, Insight +5, Perception +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered |
| Damage Immunities | — |
| Condition Immunities | charmed |
| Senses | darkvision 120 ft., passive Perception 16 |
| Languages | Abyssal, Common, Infernal, Primordial |
| Challenge | 5 |
The hag has advantage on saving throws against spells and other magical effects.
A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.
This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Melee Attack Roll: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
The hag 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.
The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.
While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic.
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
2 each/day: plane shift (self only), ray of enfeeblement, sleep
Medium fiend, Neutral Evil
| Armor Class | 17 |
|---|---|
| Hit Points | 112 (15d8 + 45) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | Deception +6, Insight +5, Perception +5, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | cold; fire |
| Damage Immunities | — |
| Condition Immunities | charmed |
| Senses | Darkvision 120 ft., passive Perception 15 |
| Languages | Abyssal, Common, Infernal, Primordial |
| Challenge | 5 |
The hag has Advantage on saving throws against spells and other magical effects.
The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action.
The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days.
The hag makes two Claw attacks.
Melee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.
While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14):
At will: Detect Magic, Etherealness, Magic Missile (level 4 version)
2 each/day: Phantasmal Killer, Plane Shift (self only)
While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell's messenger, and the target must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell.
If the target takes damage from the Dream spell, the target's Hit Points maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag's soul bag, and the target can't be raised from the dead until its soul is released.
1/day: Dream, Protection from Evil and Good, Magic Circle