Medium Fiend, Neutral Evil
Armor Class 17 (natural armor)
Hit Points 115 (15d8 + 45)
Speed 30 ft.
STR
18 (+4)
DEX
15 (+2)
CON
17 (+3)
INT
16 (+3)
WIS
14 (+2)
CHA
16 (+3)
Skills Deception +6, Insight +5, Perception +5, Stealth +5
Damage Vulnerabilities Radiant
Damage Resistances Cold, Fire, Poison; 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, Sylvan
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +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, animate dead
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

 
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.

Legendary Actions

1 per round

  •  [spell] infestation (from Unearthed Arcana)
  • If within range of her Blackworm Pit can cast animate dead, to raise 1-3 (depending on party size) Blackworm Zombie

 

Description

Babania the Night Hag has sold her soul and is a servant of (insert plague devil lord), she has turned her back on other hags and there ways in her search for power. She is jealous, proud and very clever. Her goal is to spread plague over the land in return for favor and power from her master.

She uses here Change Shape skill to keep herself looking, tall, young and beautiful, with yellow eyes and long black hair. In reality her true form is short, hunched and ancient looking with wizened skin.

Additionally she has infused a part of the (insert plague devil lord) heart  in her chest. It is green rotten and festering with maggots.

 

Lair and Lair Actions

  • One creature Babania can see within 120 feet of her must succeed on a DC 15 Charisma saving throw or be banished to a prison demiplane. To escape, the creature must use its action to make a Charisma check contested by the hag's. If the creature wins, it escapes the demiplane. Otherwise, the effect ends on initiative count 20 on the next round.
  • Babania targets up to three creatures that she can see within 60 feet of her. Each target must succeed on a DC 15 Constitution saving throw or be flung up to 30 feet through the air. A creature that strikes a solid object or is released in midair takes 1d6 bludgeoning damage for every 10 feet moved or fallen 

Monster Tags: Hag

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