Medium Fiend, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 180 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
16 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances Cold, Fire; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Condition Immunities Charmed
Senses Darkvision 120 ft., Passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

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

2/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.

1st level (4 slots): identify, ray of sickness

2nd level (3 slots): hold person, locate object

3rd level (3 slots): bestow curse, counterspell, lightning bolt

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): eyebite

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 15, and the spell attack bonus is +7.

Actions

Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) 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 (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.

Reactions

Legendary Resistance (2/day): Upon failing a saving throw/check this creature may decide to instead pass the check. 

 

Legendary Actions

Move

Ethereal Movement: 

Attack (Claw attack):

Description

Cursed Players:

Hessian: Disadvantage on attack roles against the hag

Khuval: Take additional 1d8 frost damage when attacked

Saber: Take 1d8 additional frost damage when attacked by the hag

Lair and Lair Actions

On the Lair's turn, the crystals that are casting the feint light throughout the cavern suddenly burn brigtly and magic energy:

1)One player suddenly is suddenly pulled forcefully into the nearest crystal. You can see the character trapped inside

Crystal: AC 13, HP 10. Break the Crystal to free the trapped party member

 

2) 3 party members must make a constitution saving throw

> 15 pushed 10 feet but remain upright

<15 Party members are thrown 15 feet away from the hag and are prone.

Monster Tags: Hag

A11InTheMind

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