Amphibious. The hag can breathe air and water.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:
At will: dancing lights, minor illusion, vicious mockery
1/day: fly
Mimicry. The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.
Skin Shield. While wearing the skin of another creature, the boo hag has 13 temp HP (2d8 + 4) so long as she dons it.
Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Wear Skin. The hag covers herself with the skin of her victims. If a hag reduces a target to 0 HP, she can take an action to remove the skin from her target. On her next action she can don the skin and appear as the slain target. She can also assemble a new visage from multiple patches of skin from different victims and weave them together. Its statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies. A creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised. The skin also grants her 13 temp HP (2d8 + 4) so long as she dons it.
Create Skinion. When she takes the skin from a victim as described above, the boo hag may alternatively use the skin to create a skinion.
Invisible Passage. The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.
Nighttime Riding (1/Day). While invisible, the hag magically touches a sleeping humanoid. 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 remains asleep but becomes ambulatory, and the boo hag begins to ride her victim like a mount. If this riding last for at least 1 hour, the boo hag steals some of her victim's breath of life, as a result the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10) and raises the boo hag's maximum HP by the same amount for 1 week. She can store this breath of life for later use if desired. If this effect reduces the target's hit point maximum to 0, the target dies. The reduction to the target's hit point maximum lasts until removed by the greater restoration spell or similar magic. While serving as the boo hag's mount, the victim gains a fly, climb, and swim speed equal to its normal movement (or a walk speed if the creature cannot normally move on land).
Breathe the Breath (Recharge 6). The boo hag inhales the breath of any creatures within a 15 ft. cone of it. The target must succeed on a DC 13 Constitution saving throw, or lose 11 (2d8 + 2) HP and heals the boo hag for the same amount of HP.
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