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Night Hag

Night Hag Medium fiend, Loot Value 5, neutral evil CR 1/2 100 xp

  • Armor class 14 (Natural)
  • Hit points 11 (2d8+2)
  • Speed 30
  • STR12 (+1)
  • DEX12 (+1)
  • CON12 (+1)
  • INT12 (+1)
  • WIS11 (0)
  • CHA12 (+1)

Skills:Stealth +5, Perception +4, Deception +5,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 14
Social: Bluff DC 11, Bribe DC 15, 3gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 1/2 (100 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
1/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (2d8).



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

Actions

Claws. Weapon Attack. +3 to hit.
Hit. 4 (1d4+1) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 3 (1d4). 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.

Ray of Enfeeblement +3 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 11 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 50ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 6, neutral evil CR 1 200 xp

  • Armor class 15 (Natural)
  • Hit points 26 (4d8+8)
  • Speed 30
  • STR12 (+1)
  • DEX12 (+1)
  • CON14 (+2)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA13 (+1)

Skills:Stealth +5, Perception +5, Deception +5,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 15
Social: Bluff DC 12, Bribe DC 16, 4gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 1 (200 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +3 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
1/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (4d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.



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

Actions

Claws. Weapon Attack. +4 to hit.
Hit. 6 (2d4+1) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 3 (1d4). 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.

Ray of Enfeeblement +3 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 12 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 50ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 7, neutral evil CR 2 450 xp

  • Armor class 16 (Natural)
  • Hit points 39 (6d8+12)
  • Speed 30
  • STR12 (+1)
  • DEX14 (+2)
  • CON14 (+2)
  • INT13 (+1)
  • WIS12 (+1)
  • CHA13 (+1)

Skills:Stealth +6, Perception +5, Deception +5,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 15
Social: Bluff DC 12, Bribe DC 16, 5gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 2 (450 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +3 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
1/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (6d8).



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

Actions

Claws. Weapon Attack. +4 to hit.
Hit. 6 (2d4+1) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 4 (1d6). 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.

Ray of Enfeeblement +3 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 12 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 50ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 8, neutral evil CR 3 700 xp

  • Armor class 15 (Natural)
  • Hit points 46 (7d8+14)
  • Speed 30
  • STR12 (+1)
  • DEX13 (+1)
  • CON14 (+2)
  • INT14 (+2)
  • WIS12 (+1)
  • CHA14 (+2)

Skills:Stealth +5, Perception +5, Deception +6,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 15
Social: Bluff DC 13, Bribe DC 17, 5gp
Utility: Carry 180lbs., Push 360lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 3 (700 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
2/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (7d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.



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

Actions

2x Claws Multiattack Weapon Attack. +4 to hit.
Hit. 8 (2d6+1) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 4 (1d6). 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.

Ray of Enfeeblement +4 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 12 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 50ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 10, neutral evil CR 4 1,100 xp

  • Armor class 16 (Natural)
  • Hit points 72 (11d8+22)
  • Speed 30
  • STR15 (+2)
  • DEX14 (+2)
  • CON15 (+2)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA15 (+2)

Skills:Stealth +6, Perception +5, Deception +6,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 15
Social: Bluff DC 13, Bribe DC 17, 7gp
Utility: Carry 225lbs., Push 450lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 4 (1,100 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
2/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (11d8).



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

Actions

2x Claws Multiattack Weapon Attack. +4 to hit.
Hit. 9 (2d6+2) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 (1d8). 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.

Ray of Enfeeblement +4 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 12 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 50ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 45, neutral evil CR 6 2,300 xp

  • Armor class 16 (Natural)
  • Hit points 85 (13d8+26)
  • Speed 30
  • STR17 (+3)
  • DEX14 (+2)
  • CON15 (+2)
  • INT15 (+2)
  • WIS13 (+1)
  • CHA15 (+2)

Skills:Stealth +6, Perception +5, Deception +6,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 15
Social: Bluff DC 13, Bribe DC 17, 30gp
Utility: Carry 255lbs., Push 510lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 6 (2,300 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 13, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
2/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (13d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.



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

Actions

2x Claws Multiattack Weapon Attack. +5 to hit.
Hit. 17 (3d8+3) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 6 (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.

Ray of Enfeeblement +4 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 13 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 50ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 25, neutral evil CR 5 1,800 xp

  • Armor class 18 (Natural)
  • Hit points 113 (15d8+45)
  • Speed 30
  • STR17 (+3)
  • DEX15 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA16 (+3)

Skills:Stealth +8, Perception +8, Deception +9,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 18
Social: Bluff DC 15, Bribe DC 21, 20gp
Utility: Carry 255lbs., Push 510lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 5 (1,800 xp)

Innate Spellcasting. 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
3/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (15d8).

Actions

2x Claws Multiattack Weapon Attack. +6 to hit.
Hit. 12 (2d8+3) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 6 (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.

Ray of Enfeeblement +6 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 14 CON Save to end the effect.

Night Hag

Night Hag Medium fiend, Loot Value 70, neutral evil CR 7 2,900 xp

  • Armor class 18 (Natural)
  • Hit points 120 (16d8+48)
  • Speed 30
  • STR20 (+5)
  • DEX15 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA16 (+3)

Skills:Athletics +8, Stealth +8, Perception +8, Deception +9,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 18
Social: Bluff DC 15, Bribe DC 21, 50gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 7 (2,900 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 16, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
3/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (16d8).

Actions

3x Claws Multiattack Weapon Attack. +8 to hit.
Hit. 10 (1d8+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 6 (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.

Ray of Enfeeblement +6 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 16 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 60ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 90, neutral evil CR 8 3,900 xp

  • Armor class 19 (Natural+1)
  • Hit points 135 (18d8+54)
  • Speed 30
  • STR20 (+5)
  • DEX15 (+2)
  • CON16 (+3)
  • INT16 (+3)
  • WIS14 (+2)
  • CHA17 (+3)

Save Throws:STR +9,

Skills:Athletics +9, Stealth +10, Perception +10, Deception +11,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 20
Social: Bluff DC 15, Bribe DC 23, 70gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 8 (3,900 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
3/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (18d8).

Actions

3x Claws Multiattack Weapon Attack. +9 to hit.
Hit. 14 (2d8+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 7 (1d12). 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.

Ray of Enfeeblement +7 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 17 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 70ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 100, neutral evil CR 9 5,000 xp

  • Armor class 19 (Natural+1)
  • Hit points 143 (19d8+57)
  • Speed 30
  • STR20 (+5)
  • DEX15 (+2)
  • CON17 (+3)
  • INT17 (+3)
  • WIS14 (+2)
  • CHA18 (+4)

Save Throws:STR +9,

Skills:Athletics +9, Stealth +10, Perception +10, Deception +12,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 20
Social: Bluff DC 16, Bribe DC 24, 80gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 9 (5,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
4/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (19d8).



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

Actions

3x Claws Multiattack Weapon Attack. +9 to hit.
Hit. 16 (2d10+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 7 (1d12). 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.

Ray of Enfeeblement +8 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 17 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 70ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 150, neutral evil CR 10 5,900 xp

  • Armor class 20 (Natural+1)
  • Hit points 150 (20d8+60)
  • Speed 30
  • STR20 (+5)
  • DEX16 (+3)
  • CON17 (+3)
  • INT17 (+3)
  • WIS14 (+2)
  • CHA19 (+4)

Save Throws:STR +9,

Skills:Athletics +9, Stealth +11, Perception +10, Deception +12,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 20
Social: Bluff DC 16, Bribe DC 24, 100gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 10 (5,900 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
4/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (20d8).

Actions

3x Claws Multiattack Weapon Attack. +9 to hit.
Hit. 16 (2d10+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 7 (1d12). 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.

Ray of Enfeeblement +8 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 17 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 70ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 550, neutral evil CR 12 8,400 xp

  • Armor class 20 (Natural+1)
  • Hit points 158 (21d8+63)
  • Speed 30
  • STR20 (+5)
  • DEX16 (+3)
  • CON17 (+3)
  • INT17 (+3)
  • WIS15 (+2)
  • CHA19 (+4)

Save Throws:STR +9,

Skills:Athletics +9, Stealth +11, Percep. +10, Deception +12, Persuasion +8,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 20
Social: Bluff DC 16, Bribe DC 24, 450gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 12 (8,400 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
4/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (21d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.



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

Actions

3x Claws Multiattack Weapon Attack. +9 to hit.
Hit. 22 (3d10+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 13 (2d12). 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.

Ray of Enfeeblement +8 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 17 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 70ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 250, neutral evil CR 11 7,200 xp

  • Armor class 22 (Natural+1)
  • Hit points 190 (20d8+100)
  • Speed 30
  • STR20 (+5)
  • DEX16 (+3)
  • CON20 (+5)
  • INT17 (+3)
  • WIS14 (+2)
  • CHA19 (+4)

Save Throws:STR +9,

Skills:Athletics +9, Stealth +11, Perception +10, Deception +12,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 20
Social: Bluff DC 16, Bribe DC 24, 200gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 11 (7,200 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 17, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
4/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (20d8).

Actions

2x Claws Multiattack Weapon Attack. +9 to hit.
Hit. 27 (4d10+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 13 (2d12). 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.

Ray of Enfeeblement +8 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 17 CON Save to end the effect.

Night Hag

Night Hag Medium fiend, Loot Value 800, neutral evil CR 13 10,000 xp

  • Armor class 22 (Natural+2)
  • Hit points 196 (23d8+92)
  • Speed 30
  • STR20 (+5)
  • DEX16 (+3)
  • CON18 (+4)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:STR +10, CHA +10,

Skills:Athletics +10, Stealth +13, Percep. +12, Deception +15, Persuasion +10,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 22
Social: Bluff DC 17, Bribe DC 27, 700gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 13 (10,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
5/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (23d8).

Actions

3x Claws Multiattack Weapon Attack. +10 to hit.
Hit. 22 (3d10+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 13 (2d12). 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.

Ray of Enfeeblement +10 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 18 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 80ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 1,500, neutral evil CR 15 13,000 xp

  • Armor class 22 (Natural+2)
  • Hit points 204 (24d8+96)
  • Speed 30
  • STR20 (+5)
  • DEX16 (+3)
  • CON18 (+4)
  • INT18 (+4)
  • WIS15 (+2)
  • CHA20 (+5)

Save Throws:STR +10, CHA +10,

Skills:Athletics +10, Stealth +13, Percep. +12, Deception +15, Persuasion +10,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 22
Social: Bluff DC 17, Bribe DC 27, 1,500gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 15 (13,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
5/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (24d8).



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

Actions

3x Claws Multiattack Weapon Attack. +10 to hit.
Hit. 27 (4d10+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 13 (2d12). 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.

Ray of Enfeeblement +10 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 18 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 80ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Night Hag

Night Hag Medium fiend, Loot Value 2,500, neutral evil CR 17 18,000 xp

  • Armor class 25 (Natural+3)
  • Hit points 190 (20d8+100)
  • Speed 30
  • STR20 (+5)
  • DEX18 (+4)
  • CON20 (+5)
  • INT17 (+3)
  • WIS14 (+2)
  • CHA19 (+4)

Save Throws:STR +11, INT +9, CHA +10,

Skills:Athletics +11, Stealth +16, Percep. +14, Deception +16,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 24
Social: Bluff DC 16, Bribe DC 28, 2kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 17 (18,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 19, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
4/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (20d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.



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

Actions

4x Claws Multiattack Weapon Attack. +11 to hit.
Hit. 25 (3d12+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 20 (3d12). 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.

Ray of Enfeeblement +10 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 19 CON Save to end the effect.Counterspell (Recharge 6). As a reaction, the Hag can interrupt the casting of spells within 90ft with a Charisma check, interrupting the spell with a result of 10+[Spell Level]. If this check succeeds by 5 or more, then the caster is struck with a Wild Magic Surge.

Legendary Actions

Legendary Resistance (OOOO/day). When the Night Hag fails a saving throw, it may choose to succeed instead.

Night Hag

Night Hag Medium fiend, Loot Value 1,000, neutral evil CR 14 11,500 xp

  • Armor class 22 (Natural+2)
  • Hit points 230 (27d8+108)
  • Speed 30
  • STR20 (+5)
  • DEX17 (+3)
  • CON19 (+4)
  • INT19 (+4)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws:STR +10, CHA +10,

Skills:Athletics +10, Stealth +13, Investigation +9, Nature +9, Percep. +13, Deception +15, Persuasion +10,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 23
Social: Bluff DC 18, Bribe DC 28, 900gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 14 (11,500 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
5/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (27d8).

Actions

4x Claws Multiattack Weapon Attack. +10 to hit.
Hit. 18 (2d12+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 20 (3d12). 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.

Ray of Enfeeblement +10 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 18 CON Save to end the effect.

Night Hag

Night Hag Medium fiend, Loot Value 1,500, neutral evil CR 16 15,000 xp

  • Armor class 23 (Natural+2)
  • Hit points 266 (28d8+140)
  • Speed 30
  • STR20 (+5)
  • DEX17 (+3)
  • CON20 (+5)
  • INT19 (+4)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws:STR +10, CHA +10,

Skills:Athletics +10, Stealth +13, Investigation +9, Nature +9, Percep. +13, Deception +15, Persuasion +10,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 23
Social: Bluff DC 18, Bribe DC 28, 1,500gp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 16 (15,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
5/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (28d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.

Actions

4x Claws Multiattack Weapon Attack. +10 to hit.
Hit. 18 (2d12+5) Slashing damage.Life Drain. Melee Spell Attack: +10 to hit.
Hit. 31 (4d12+5) Necrotic damage.
The target must succeed on a DC 18 CON Save or have its hit point maximum is reduced by an amount equal to the damage taken.
This reduction lasts until the target finishes a long rest.
If this effect reduces the targets HP Max to 0, the target fully dies, and their corpse is cursed.
Unless the victim has the curse removed, is restored to life, or has its body destroyed, they rise 24 hours later as a Zombie under the Hag's (telepathic) control, and cannot be resurrected until the Hag releases its soul or dies themselves.
The Hag can have no more than 1000 HP of zombies under its control at once.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 20 (3d12). 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.

Ray of Enfeeblement +10 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 18 CON Save to end the effect.

Legendary Actions

Legendary Resistance (OOOO/day). When the Night Hag fails a saving throw, it may choose to succeed instead.

Night Hag

Night Hag Medium fiend, Loot Value 4,500, neutral evil CR 18 20,000 xp

  • Armor class 24 (Natural+3)
  • Hit points 276 (29d8+145)
  • Speed 30
  • STR20 (+5)
  • DEX17 (+3)
  • CON20 (+5)
  • INT19 (+4)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws:STR +11, INT +10, CHA +11,

Skills:Athletics +11, Stealth +15, Investigation +10, Nature +10, Percep. +15, Deception +17, Persuasion +11,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 25
Social: Bluff DC 18, Bribe DC 30, 4kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 18 (20,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
5/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (29d8).

Actions

4x Claws Multiattack Weapon Attack. +11 to hit.
Hit. 25 (3d12+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 26 (4d12). 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.

Ray of Enfeeblement +11 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 19 CON Save to end the effect.

Legendary Actions

Legendary Resistance (OOOO/day). When the Night Hag fails a saving throw, it may choose to succeed instead.

Night Hag

Night Hag Medium fiend, Loot Value 7,000, neutral evil CR 19 22,000 xp

  • Armor class 25 (Natural+3)
  • Hit points 285 (30d8+150)
  • Speed 30
  • STR20 (+5)
  • DEX18 (+4)
  • CON20 (+5)
  • INT19 (+4)
  • WIS16 (+3)
  • CHA20 (+5)

Save Throws:STR +11, INT +10, CHA +11,

Skills:Athletics +11, Stealth +16, Investigation +10, Nature +10, Percep. +15, Deception +17, Persuasion +11,

Damage Resistances:Fire, NM Physical

Condition Immunities:charmed

Senses:Darkvision 120ft.Psv Per 25
Social: Bluff DC 18, Bribe DC 30, 6kgp
Utility: Carry 300lbs., Push 600lbs.

Languages:Abyssal Common Infernal Primordial

Challenge:CR 19 (22,000 xp)

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She can innately cast the following spells, requiring no material components: At will: detect magic, magic missile
5/day each: Plane Shift (self only), Ray of Enfeeblement, Sleep (30d8).

Brawler If the Hag hits with a Claw attack, it can grapple as a bonus action. The Hag has advantage on attacks against creatures it is grappling.

Actions

4x Claws Multiattack Weapon Attack. +11 to hit.
Hit. 25 (3d12+5) Slashing damage.

Change Shape. 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.

Etherealness. 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.

Nightmare Haunting (1/Day). 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 26 (4d12). 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.

Ray of Enfeeblement +11 to hit, Range 60ft.
Hit. The target deals only half damage with weapon attacks that use STR until the spell ends. At the end of each of the target’s turns, it can make a DC 19 CON Save to end the effect.

Legendary Actions

Legendary Resistance (OOOO/day). When the Night Hag fails a saving throw, it may choose to succeed instead.