Image promptnight hag, gaunt fiendish crone, blue-black skin taut over sharp bones, hooked nose, iron teeth, burning malignant eyes, tattered dark robes, long taloned fingers, clutching a grimy soul bag glowing with trapped whispering spirits, coiling ethereal grey mist at her feet, desolate outer-plane hovel of bone charms, bruised indigo and ashen grey, faint sickly soul-light, lurking menace, dark fantasy, grimdark, painterly digital art, dramatic chiaroscuro lighting, muted desaturated palette with corrupted-crimson accents, weathered post-Cataclysm atmosphere, intricate high detail, cinematic composition

Night Hag

Medium Fiend, Neutral Evil
CR 5LurkerElemental Plane
AC 17
Initiative +5 (15)
HP 112 (15d8 + 45)
Speed 30 ft.
STR
18
+4
save +4
DEX
15
+2
save +2
CON
16
+3
save +3
INT
16
+3
save +3
WIS
14
+2
save +2
CHA
16
+3
save +3
Skills Deception +6, Insight +5, Perception +5, Stealth +5
Resistances Cold, Fire
Immunities Charmed
Senses Darkvision 120 ft.; Passive Perception 15
Languages Abyssal, Common, Infernal, Primordial

Traits

Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spell- Augury Find Familiar casting ability (spell save DC 14): , , Identify Locate Object Scrying Unseen Servant , , , or . The hag must finish a Long Rest before using this trait to cast that spell again.

Magic Resistance. The hag has Advantage on saving throws against spells and other magical effects.

Soul Bag. The hag has a soul bag. While holding or carrying the bag, the hag can use its Nightmare Haunting action. The bag has AC 15, HP 20, and Resistance to all damage. The bag turns to dust if reduced to 0 Hit Points. If the bag is destroyed, any souls the bag is holding are released. The hag can create a new bag after 7 days.

Actions

Multiattack. The hag makes two Claw attacks.

Claw. Melee Attack Roll: Hit: +7, reach 5 ft. 13 (2d8

  • 4) Slashing damage.

Nightmare Haunting (1/Day; Requires Soul Bag). Dream While on the Ethereal Plane, the hag casts , using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the tar-

get must be a creature the hag can see on the Material

Plane. The spell fails and is wasted if the target is under Protection from Evil and Good the effect of the spell or Magic Circle within a spell. Dream If the target takes damage from the spell, the target’s Hit Point maximum decreases by an amount equal to that damage. If the spell kills the target, its soul is trapped in the hag’s soul bag, and the target can’t be raised from the dead until its soul is released.

Spellcasting. The hag casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 14): Detect Magic Etherealness Magic Missile At Will: , , (level 4 version) Phantasmal Killer Plane Shift 2/Day Each: , (self only)

Bonus Actions

Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other form. Any equipment it is wearing or carrying isn’t transformed. Nightmare Nightmare