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: ray of enfeeblement, sleep
Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Shared Spellcasting. 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): entangle, inflict wounds, ray of sickness
2nd level (3 slots): hold person, spike growth
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph, confusion
5th level (2 slots): geas, contagion
6th level (1 slot): transport via plants
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier.
Claws.(Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.
Wicked Needle (Recharge 5-6). Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d8) psychic damage. The target must succeed on a DC 14 Con- stitution saving throw or be paralyzed for 1 minute. The target can repeat the savi ng th row at the end of each of its turns, ending the effect on itself on a success.
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.
Description
Bella is tall and thin, with boney knobbed joints and a long sharp chin and nose. She is pail white with jet black hair, that is put up into a messy and frazzled bun, with a long needle sticking through it to hold up the hair. Her teeth are all black, as well as her gums and tongue.
Bella enjoys control, and enjoys making thralls of people so that they can cause mischief and misery to the ones closest to them. She controls a Crawling Claw as a familiar and uses her needle to prick her victims, debilitating them with paralysis.
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