Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Dream Denier. The hag does not need to sleep and cannot fall unconscious unless knocked out by damage.
Spellcasting. The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
At will: Chill Touch, Magic Missile (3rd level), Detect Magic
2/day each: Ray of Enfeeblement, Sleep
Coven Casting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard’s spell list but must share the spell slots among themselves:
1st level (4 slots): Identify, Ray of Sickness
2nd level (3 slots): Hold Person, Locate Object
3rd level (2 slots): Bestow Curse, Counterspell, Lightning Bolt
Claws. (Hag Form Only) Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Magic Missile. (3rd level) Ranged Spell Attack: Always hits, range 120 ft., multiple targets. Hit: 17 (5d4 + 5) force 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.
Nightmare Haunting. While in the Ethereal Plane, the hag can touch a sleeping humanoid on the Material Plane to haunt their nightmares. The target's maximum hit points are reduced by 11 (2d10), the effect of which can only be removed by a Greater Restoration spell or similarly powerful magic. If a humanoid were to die from this reduction, its soul is trapped in the Soul Bag of the hag, provided there is enough space in it. A hag cannot haunt the nightmares of someone protected by the Protection from Evil and Good spell.
Misty Step. (At will) The hag teleports to an unoccupied space within 30 ft. that it can see.
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.
Dreamcatcher. Whenever a humanoid falls unconscious within 60 ft. of the hag, the hag can use its reaction to regain 15 (2d10 + 5) hit points.
Description
Sly and subversive, night hags want to see the virtuous turn to villainy: love turned into obsession, kindness turned to hate, devotion to disregard, and generosity to selfishness. Night hags take perverse joy in corrupting mortals.
Night hags were once creatures of the Feywild, but their foulness saw them exiled to Hades long ago, where they degenerated into fiends. The night hags have long since spread across the Lower Planes.
The night hags from Barovia's bonegrinder often pretend to be sweet old ladies who bake highly addictive treats for its residents in exchange for their children.
Hag Items
Heartstone. This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.
Soul Bag. When a humanoid dies as a result of a night hag’s Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one humanoid soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
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