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