Ash Affinity. When an ash hag is in a burned environment, such as a building that has been torched, it begins to heal, regaining 20 HP at the start of its turn if it has at least one hit point. It also gains advantage on dexterity (stealth) checks while in this environment.
Change Shape. As an action, 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.
Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 14 + 6 for spell attacks.)
Cantrips (at will): Alter Self, Burning Hands, Detect Magic, Pass Without Trace (Self Only), Tongues
3/day each: Flaming Sphere, Hellish Rebuke, Inflict Wounds, Invisibility (self only)
1/day each: Phantasmal Killer, Flame Strike
Choke on Cinders. Three times per day as a standard action, an ash hag can fill the lungs of a single target within 30 feet with thick, ashy cinders. If the target fails a DC 16 Constitution saving throw, it is stunned for 1d4 rounds while it attempts to cough up the cinders. Once it stops coughing, it must successfully save again at the start of its turn or fall unconscious due to a shortage of air. Creatures that do not need to breathe are immune to this ability.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.
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