Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 30, +15 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: detect magic, magic missile, telekinesis,polymorph
3/day each: plane shift (self only), ray of enfeeblement, sleep
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Spellcasting. The Hag is an 20th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 30, +15 to hit with spell attacks). The Hag has the following wizard spells prepared:
Cantrips (at will): encode thoughts, Frostbite, mage hand, prestidigitation, Toll the Dead
1st level (4 slots): detect magic, identify, magic missile
2nd level (3 slots): detect thoughts, mirror image, misty step
3rd level (3 slots): counterspell, lightning bolt
4th level (3 slots): banishment, fire shield, stoneskin, Phantasmal Killer
5th level (3 slots): cone of cold, scrying, wall of force, Arcane Hand, Dream, Dominate Person
6th level (2 slot): globe of invulnerability, True Seeing, Mass Suggestion
7th level (2 slot): teleport, Power word pain
8th level (1 slot): Maddening Darkness, Clone
9th level (1 slot): Wish, true polymorph
Claws.(Hag Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) psychic damage.
Change Shape. The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. She can also polymorph into any medium or smaller beast. Her statistics are the same in each form. Any equipment she is wearing or carrying goes into her body. 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. She can take 5 medium creatures with her.
Nightmare Haunting (3/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 (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.
Previous Versions
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