Night Hag (Coven)
Source: Monster Manual p. 178. Available in the SRD
"name": "Night Hag (Coven)"
"size": "Medium"
"type": "fiend"
"alignment": "Neutral Evil"
"ac": !!int "17"
"ac_class": "natural armor"
"hp": !!int "112"
"hit_dice": "15d8 + 45"
"modifier": !!int "2"
"stats":
- !!int "18"
- !!int "15"
- !!int "16"
- !!int "16"
- !!int "14"
- !!int "16"
"speed": "30 ft."
"skillsaves":
- "name": "Deception"
"desc": "+6"
- "name": "Insight"
"desc": "+5"
- "name": "Perception"
"desc": "+5"
- "name": "Stealth"
"desc": "+5"
"damage_resistances": "cold; fire; bludgeoning, piercing, slashing from nonmagical\
\ attacks that aren't silvered"
"condition_immunities": "charmed"
"senses": "darkvision 120 ft., passive Perception 16"
"languages": "Abyssal, Common, Infernal, Primordial"
"cr": "7"
"traits":
- "desc": "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:\n\n**1st level (4 slots):** identify,\
\ ray of sickness\n\n**2nd level (3 slots):** hold person, locate object\n\n\
**3rd level (3 slots):** bestow curse, counterspell, lightning bolt\n\n**4th\
\ level (3 slots):** phantasmal killer, polymorph\n\n**5th level (2 slots):**\
\ contact other plane, scrying\n\n**6th level (1 slots):** eyebite\n\nFor casting\
\ these spells, each hag is a 12th-level spellcaster that uses Intelligence\
\ as her spellcasting ability. The spell save DC 15, and the spell attack bonus\
\ is +7."
"name": "Shared Spellcasting (Coven Only)"
- "desc": "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:\n\n**At will:** detect magic, magic missile\n\
\n**2/day each:** plane shift (self only), ray of enfeeblement, sleep"
"name": "Innate Spellcasting"
- "desc": "The hag has advantage on saving throws against spells and other magical\
\ effects."
"name": "Magic Resistance"
- "desc": "A night hag carries two very rare magic items that she must craft for\
\ herself. If either object is lost, the night hag will go to great lengths\
\ to retrieve it, as creating a new tool takes time and effort.\n\nHeartstone:\
\ 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.\n\nSoul Bag: When an evil 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 evil 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)."
"name": "Night Hag Items"
"actions":
- "desc": "*Melee Weapon Attack:* +7 to hit, reach 5 ft., one target. *Hit:* 13\
\ (2d8 + 4) slashing damage."
"name": "Claws (Hag Form Only)"
- "desc": "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."
"name": "Change Shape"
- "desc": "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."
"name": "Etherealness"
- "desc": "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."
"name": "Nightmare Haunting (1/Day)"
"lair_actions":
- "desc": "The following lair actions are options for grandmothers and powerful\
\ aunties. Grandmothers usually have three to five lair actions, aunties usually\
\ only one (if they have any at all). Unless otherwise noted, any lair action\
\ that requires a creature to make a saving throw uses the save DC of the hag's\
\ most powerful ability.\n\nOn initiative count 20 (losing initiative ties),\
\ the hag can take a lair action to cause one of the following effects, but\
\ can't use the same effect two rounds in a row:\n\n- Until initiative count\
\ 20 on the next round, the hag can pass through solid walls, doors, ceilings,\
\ and floors as if the surfaces weren't there. \n- The hag targets any number\
\ of doors and windows that she can see, causing each one to either open or\
\ close as she wishes. Closed doors can be magically locked (requiring a successful\
\ DC 20 Strength check to force open) until she chooses to make them unlocked,\
\ or until she uses this lair action again to open them. \n\nA powerful night\
\ hag might have the following additional lair actions:\n\n- One creature the\
\ hag 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. When the effect ends, the creature reappears in the\
\ space it left or in the nearest unoccupied space if that one is occupied.\
\ \n- The hag 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. "
"name": ""
"regional_effects":
- "desc": "Each hag's lair is the source of three to five regional effects; the\
\ home of a grandmother, an auntie, or a coven has more effects than the lair\
\ of a single hag, including some that can directly harm intruders. Any regional\
\ effect that requires a creature to make a saving throw uses the save DC of\
\ the hag's most powerful ability. These effects either end immediately if the\
\ hag dies or abandons the lair, or take up to 2d10 days to fade away.\n\nThe\
\ region within 1 mile of a grandmother hag's lair is warped by the creature's\
\ fell magic, which creates one or more of the following effects:\n\n- Birds,\
\ rodents, snakes, spiders, or toads (or some other creatures appropriate to\
\ the hag) are found in great profusion. \n- Beasts that have an Intelligence\
\ score of 2 or lower are charmed by the hag and directed to be aggressive toward\
\ intruders in the area. \n- Strange carved figurines, twig fetishes, or rag\
\ dolls magically appear in trees. \n\nA powerful night hag creates one or\
\ more of the following additional regional effects within 1 mile of her lair:\n\
\n- Shadows seem abnormally gaunt and sometimes move on their own as though\
\ alive. \n- Creatures are transported to a harmless but eerie demiplane filled\
\ with shadowy forms, waxy corpses, and cackling. The creatures are trapped\
\ there for a minute or two, and then returned to the place where they vanished\
\ from. \n- Intelligent creatures see hallucinations of dead friends, family\
\ members, and even themselves littering the hag's realm. Any attempt to interact\
\ with a hallucinatory image causes it to disappear. "
"name": ""
"source":
- "MM"