Coven Night Hag

Medium Fey

Armor Class 17

Hit Points 120 (16d8+48)

Speed walk +30

Challenge 7

STR
18
+4
DEX
14
+2
CON
16
+3
INT
16
+3
WIS
14
+2
CHA
16
+3

Saving Throws con +6, wis +5

Skills arcana +6, insight +5, stealth +5, deception +6, perception +5

Senses darkvision 60 ft., passive Perception 15

Languages Abyssal, Common, Infernal

Special Abilities

Curse. A creature touched by the hags claws is magically cursed for 30 days. While under this curse, the target has disadvantage on attack rolls made against the hag.

Evil. The hag radiates an Evil aura.

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

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 12 (2d8 + 3) slashing damage and the target is subject to the hags Curse trait.

Sleep Touch. Melee Spell Attack: +5 to hit, reach 5 ft., one creature. Hit: The target falls asleep for 4 hours or until it takes damage or is shaken awake. Once the hag successfully hits a target it can't make this attack again until it finishes a long rest.

Shapeshift. The hag magically polymorphs into a Small or Medium humanoid. Equipment it is carrying isnt transformed. It retains its claws in any form. It has no true form and remains in its current form when it dies.

Planar Travel (3/Day). The hag magically enters the Ethereal Plane from the Material Plane or vice versa. Alternatively the hag is magically transported to the Material Plane Hell or the Abyss arriving within 10 miles of its desired destination.

Nightmare Haunting (1/Day). While on the Ethereal Plane the hag magically touches a sleeping creature that is under the night hags Curse and is not protected by a magic circle or protection from evil and good spell or similar magic. As long as the touch persists the target has terrible nightmares. If the nightmares last for 1 hour the target gains no benefit from the rest and its hit point maximum is reduced by 5 (1d10) until the curse ends. If this effect reduces the targets hit points maximum to 0 the target dies and the hag captures its soul. The reduction to the targets hit point maximum lasts until removed by greater restoration or similar magic.

Bonus Actions

Fragmentary Dream. The hag creates a terrifying illusion visible only to one creature that it can see within 120 feet. The creature makes a DC 14 Wisdom saving throw. It takes 22 (4d10) psychic damage and becomes frightened until the end of its turn on a failure, or takes half damage on a success.

Reactions

Steal Magic (3/Day). When a creature the hag can see within 60 feet casts a spell using a 3rd-level or lower spell slot, the hag attempts to steal its power. The caster makes a DC 14 saving throw using its spellcasting ability. On a failure, the spell fails, and the hag gains 5 (1d10) temporary hit points per level of the spell slot used.

Source: Level Up Advanced 5e Monstrous Menagerie · OGL/Open