Night Hag [1/3]Fiend · CR 5
Night Hag [1/3]Medium Fiend, Neutral Evil
STR+418
DEX+215
CON+316
INT+316
WIS+214
CHA+316
AC17
HP112
CR5
SPD30 ft.

TRAITS

Coven MagicWhile 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 spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.

Night Hag [2/3]Fiend · CR 5
Night Hag [2/3]Medium Fiend, Neutral Evil

TRAITS (cont.)

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

Soul BagThe 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

MultiattackThe hag makes two Claw attacks.

ClawMelee Attack Roll: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

Nightmare Haunting (1/Day; Requires Soul Bag)While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the tar311 get must be a creature the hag can see on the Material Plane. The spell

Night Hag [3/3]Fiend · CR 5
Night Hag [3/3]Medium Fiend, Neutral Evil

ACTIONS (cont.)

Nightmare Haunting (1/Day; Requires Soul Bag) (cont.)fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream 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.

BONUS ACTIONS

Shape-ShiftThe hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

Night Hag [1/4]Medium Fiend, Neutral Evil
CR5
17Armor Class
112Hit Points
30 ft.Speed
STR18+4
DEX15+2
CON16+3
INT16+3
WIS14+2
CHA16+3

Initiative. +5

Senses. Darkvision 120 ft.; Passive Perception 15

Resistances. Cold, Fire

Immunities. Charmed

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 spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. 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

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Fiend
Monster card
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Night Hag [2/4]Medium Fiend, Neutral Evil
CR5
17Armor Class
112Hit Points
30 ft.Speed
STR18+4
DEX15+2
CON16+3
INT16+3
WIS14+2
CHA16+3

Traits (cont.)

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: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the tar311 get must be a creature the hag can see

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Fiend
Monster card
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Night Hag [3/4]Medium Fiend, Neutral Evil
CR5
17Armor Class
112Hit Points
30 ft.Speed
STR18+4
DEX15+2
CON16+3
INT16+3
WIS14+2
CHA16+3

Actions (cont.)

on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream 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): At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)

Bonus Actions

Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its

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Fiend
Monster card
SRD 5.2.1 · CC BY 4.0 · bluedungeoncraft.com
Night Hag [4/4]Medium Fiend, Neutral Evil
CR5
17Armor Class
112Hit Points
30 ft.Speed
STR18+4
DEX15+2
CON16+3
INT16+3
WIS14+2
CHA16+3

Bonus Actions (cont.)

game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

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Fiend
Monster card
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A tent card folds in half: the name faces the players, the stat block faces you. This stat block is long: it spans 3 tent cards instead of being truncated. Print them all.

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Pick “Save as PDF” as the destination in the print dialog.

Night Hag — printable monster card

Medium Fiend, Neutral Evil

  • CR 5
  • Fiend
  • Medium

Full stat block

Armor Class
17
Hit Points
112
Initiative
+5
Speed
30 ft.
Senses
Darkvision 120 ft.; Passive Perception 15
Resistances
Cold, Fire
Immunities
Charmed
Languages
Abyssal, Common, Infernal, Primordial
Challenge Rating
5 (1,800 XP)
Proficiency bonus
+3
Skill proficiencies
Deception, Insight, Perception, Stealth
Ability scores
STR DEX CON INT WIS CHA
18 +4 15 +2 16 +3 16 +3 14 +2 16 +3

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 spellcasting ability (spell save DC 14): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. 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: +7, reach 5 ft. Hit: 13 (2d8 + 4) Slashing damage.

Nightmare Haunting (1/Day; Requires Soul Bag). While on the Ethereal Plane, the hag casts Dream, using the same spellcasting ability as Spellcasting. Only the hag can serve as the spell’s messenger, and the tar311 get must be a creature the hag can see on the Material Plane. The spell fails and is wasted if the target is under the effect of the Protection from Evil and Good spell or within a Magic Circle spell. If the target takes damage from the Dream 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): At Will: Detect Magic, Etherealness, Magic Missile (level 4 version) 2/Day Each: Phantasmal Killer, Plane Shift (self only)

Bonus Actions

Shape-Shift. The hag shape-shifts into a Small or Medium Humanoid, or it returns to its true form. Other than its size, its game statistics are the same in each form. Any equipment it is wearing or carrying isn’t transformed.

See also