Free interactive D&D 5e SRD stat block

Night Hag

Medium Fiend, CR 5, AC 17, 112 HP. Neutral Evil.

Medium Fiend, Neutral Evil

AC
17
Initiative
+5 (15)
HP
112 (15d8+45)
Speed
30 ft.
ScoreModSave
STR 18 +4 +4
DEX 15 +2 +2
CON 16 +3 +3
INT 16 +3 +3
WIS 14 +2 +2
CHA 16 +3 +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
CR
5 (XP 1,800; PB +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 target 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.

How to run Night Hag

A night hag is a long-game antagonist whose stat-block fight is the smaller half of the encounter. The bigger half is the soul bag and the Ethereal commute. Run the hag as a monster who is mostly not in the same room as the party until she chooses to be, and the campaign starts feeling like horror instead of a CR 5 brawl.

Before any combat, the hag is on the Ethereal Plane casting Etherealness in and out as a free at-will spell. She uses Nightmare Haunting once per day to cast Dream on a sleeping party member: that's a soul-bag-required attack that, on a fail, drops the target's HP maximum by the damage taken and traps the soul if it kills them. Stack three or four nights of this against the party's caster and she's lowered them ten HP max before the players have heard the word "hag." When the fight happens, Magic Resistance (Advantage on saves vs spells) plus AC 17 and 112 HP make her sticky, and her Plane Shift (self only, 2/day) is the escape valve that ensures she lives to haunt next week.

In active combat, the engine is Multiattack: two Claw attacks at +7 for 2d8+4 each, averaging 26 per round of melee. Her at-will Magic Missile (level 4 version) is the reliable damage filler, ten force darts auto-hitting the squishiest PC. Phantasmal Killer, 2/day, is the kill button: DC 14 Wisdom save, then DC 14 Wisdom save again on the hag's turn for 4d10 psychic, and Frightened in between. Aim it at the cleric. If she has two hag allies within 30 ft., Coven Magic opens up Augury, Find Familiar, Identify, Locate Object, Scrying, and Unseen Servant once each per long rest, which is more useful for the campaign than the round.

Run her retreat aggressively. At Bloodied, she goes Etherealness as her action and is gone, the Soul Bag still on her belt. The party never gets the bag without finding her lair on the Ethereal Plane. Set up that hunt as an arc.

Do the Dream attacks at the start of session, in second person, to the player whose PC was sleeping. They will remember every word.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

How to use this page

  • Click any number in the stat block — attacks (+12), damage (2d6+7), save DC (DC 20), ability mods, saves, or skills — to roll dice instantly.
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