Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 21, +14 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile, plane shift, ray of enfeeblement, hold person, bestow curse, counterspell, lightning bolt, polymorph, scrying, eyebite
Blinding Hex: Bonus action, creature within 30ft is blinded.
Hostile Swap: When the Midnight hag is attacked she may use a reaction to target a creature within 60ft she can see to make a DC 21 Dexterity saving throw or swap places and suffer the attack instead.
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Claws.(Hag Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 21 (3d8 + 6) 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.
Dream Eater. While on the Ethereal Plane or Material Plane the midnight hag touches an unconscious creature. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. The creature takes 41(10d8) psychic damage and the hag gains temporary hit points equal to half the damage dealt (20).
V1 Dark Slumber: Darkness envelops the area, creatures in the area must also make succeed a DC 21 Wisdom Saving throw or become unconscious for 1 minute. An affected creature can repeat the save at the end of each of its turns.
V2 Black Curtain: The Midnight hag creates a Wall of Force that cannot be seen through.
V3 Night of Despair: All creatures within 30ft must succeed a DC 21 Intelligence saving through or take 32 (10d6) psychic damage and become frightened.
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