Medium Fiend, Neutral Evil


  • Armor Class 17 (natural armor)
  • Hit Points 97 (13d8 + 39)
  • Speed 30 ft.
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)16 (+3)14 (+2)16 (+3)
  • Skills Deception +7, Insight +6, Perception +6, Stealth +6
  • Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from mundane attacks
  • Condition Immunities Charmed
  • Senses Darkvision 120 ft., Passive Perception 16
  • Languages Abyssal, Common, Infernal, Primordial
  • Challenge 5 (1,800 XP)
  • Proficiency Bonus +3

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: plane shift (self only), ray of enfeeblement, sleep
  • 3/day each: dream, legend lore, mirage arcane
  • 1/day: scrying

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

Actions#

Multiattack#

The hag makes two Dream Claw attacks.

Dream Claw#

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 9 (1d10 + 4) slashing damage plus 3 (1d6) psychic damage.

If a target is hit by this attack more than once on a turn, they must make a DC 15 Constitution saving throw. On a failed save, the target falls unconscious for 1 minute (save ends at end of turn), until the target takes damage, or until another creature who can reach the target uses their action to wake them. Creatures who can’t be supernaturally put to sleep automatically succeed on this saving throw.

Vicious Visions (1/Day; 6th-Level Spell)#

The hag releases magic dream dust in a 60-foot cone. Each creature must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute or until they deal damage to another creature. While charmed, the creature sees all allies as enemies and all enemies as allies.

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.

Reactions#

Aren’t You Tired?#

When a creature within 5 feet of the hag hits them with an attack, the hag spits sleep dust at the attacker. The attacker must make a DC 15 Constitution saving throw. On a failed save, until the end of the hag’s next turn, the attacker feels tremendously sleepy, they can’t take reactions, and they have disadvantage on attack rolls and saving throws. Creatures who can’t be supernaturally put to sleep are immune to this effect.

Villain Actions#

Summon Shadows

The hag summons 2d4 shadow creatures to appear in unoccupied spaces within 30 feet of it. The shadows are friendly to the hag and obey its commands.

Banish#

One creature within 120ft 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 contested Charisma check contested by the hag’s. If the creature wins, it escape the demiplane. Otherwise, the effect ends on initiative count 20 on the next round. The creature reappears where it left the material plane.

Telekinesis#

The hag targets up to three creatures must succeed on a DC 15 Con save or be flung up to 30ft through the air. A creature takes strikes a solid object or is released in midair takes 1d6 bludgeoning damage for every 10ft moved or fallen.

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.

Spells#

Magic Missle#

1st_-level evocation_

  • Casting Time: 1 action
  • Range/Area: 120 ft
  • Components: V, S
  • Duration: Instantaneous
  • School: Evocation

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Ray of Enfeeblement#

2nd-level necromancy

  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S
  • Duration: Concentration, up to 1 minute
  • Saving Throw: Constitution
  • Attack: Ranged Spell Attack

A black beam of enervating energy springs from your finger toward a creature within range. On a hit, the target deals only half damage with weapon attacks that use Strength until the spell ends.

At the end of each of the target’s turns, it can make a Constitution saving throw against the spell. On a success, the spell ends.


Additional Information#

  • Hag disguised as a beautiful singer

  • Gets friendly with Shadicar

  • Steals a hair off his cloak

  • Real name - Old Polly Pigtooth

  • Responsible for the magical darkness that envelops Tannis

  • Journal

    • “I’ve never encountered a creature of such sorrow and powerful longing. If only I could share the depth of his darkness with the realm…”

    • “I can’t be the only one to have been engaged by the beauty of his darkness. I must find someone who understands my experiences.”

    • “the dusk lord?!? What a joke. His suffering would surely please the great shadow… would it not?”

    • “I knew it! My lord’s hatred for the ‘god’ runs deep. I must find a way to make them suffer. The curse the Weaver taught me would be perfect!!! Time to gather my supplies. Now… what face to wear when I go to town? The artist? The beggar? The warrior? No…the singer would be just the thing!”

    • “The darklings have their uses. They were certainly motivated enough by the promise of power from the great shadow… I have seen many pixies around. Maybe they could harvest first for me? No need for it now, but it is an intriguing substance. I’m sure I’ll find a use for it eventually. And if not, at least I will get to enjoy the tiny creatures suffering”

    • Shadow Step. The hag teleports up to 30 feet to an unoccupied space it can see.

    • Nightmare Gaze. The hag targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    • Chilling Curse. The hag targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) cold damage and have its speed halved until the end of its next turn.

    • Invisibility. The hag magically turns invisible until its concentration ends or until it attacks or casts a spell.

    • Blackened Talons. The hag makes a melee attack with its claws. On a hit, the target takes 13 (2d8 + 4) slashing damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    • Shadow Curse. The hag casts a curse upon a creature it can see within 60 feet of it. The target must make a DC 15 Wisdom saving throw or become cursed for 24 hours. While cursed, the target has disadvantage on attack rolls against the hag, and the hag has advantage on attack rolls against the cursed target.

    • Spectral Chains. The hag conjures spectral chains to bind a creature it can see within 30 feet of it. The target must succeed on a DC 15 Dexterity saving throw or be restrained by the chains for 1 minute. The restrained target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

    • Ethereal Jaunt. 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.

    • Dragon’s Breath. The hag exhales a blast of magical energy in a 30-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 21 (6d6) damage of a type associated with the shadow dragon (cold, necrotic, or psychic) on a failed save, or half as much damage on a successful one.

    • Darkness. The hag magically creates an area of magical darkness that spreads from a point it can see within 60 feet of it. The darkness spreads around corners and lasts until the hag uses this legendary action again, casts a light spell, or dies.