ᚲᚹᛖᛚᛞᚱᛁᛏᚺᚨ
“Kveldriða.” The quintessential fae hag, the night hag is encountered regrettably often in the British Isles, and never to anyone’s advantage except the night hags’. Devoted to cruelty and the torment of humans, night hags love nothing more than to succeed at perverting and corrupting humans.
Night hags look like sour old woman, seemingly withered by age. But their tendons and muscles are made of iron, and they move with a surprising quickness.
Medium fae, cruel and evil
Armor Class 17 (natural armor)
Hit Points 90 (12d8+36)
Speed 30 ft
Str 18 (+4) Dex 15 (+2) Con 16 (+3)
Int 16 (+3) Wis 14 (+2) Cha 16 (+3)
Saving Throws CHA +6
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Condition Immunities charmed, frightened
Damage Resistances bludgeoning, piercing, and slashing from non-magical attacks; cold, fire
Senses darkvision 120 ft, Passive Perception 16
Languages Old English, Fae
Reaction to fear and loathing
Challenge 5 (1,800 XP)
Change Shape. The hag magically shapeshifts 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.
Fae Vulnerabilities. A night hag is at disadvantage for all actions taken while they hear the sound of church bells ringing or while touching silver.
Iron Anathema. A night hag rolls with disadvantage on all actions taken while touching iron.
Night hags have disadvantage on saving throws involving iron and on any spell they cast against someone wearing iron armor or wearing an iron holy symbol.
When a night hag takes damage from an iron or steel weapon they gain the distracted condition (from the pain) until the end of their next turn.
Innate Spellcasting. The night hag’s spellcasting ability is CHA (spell save DC 14, spell attack bonus +6). She can innately cast the following spells:
- At-will: detect magic, shooting pains
- 2/day: ray of enfeeblement, sleep
- 1/day: baleful suggestion
Insubstantial (3/day). As an action the hag magically turns insubstantial and invisible until the start of her next turn.
Magic Resistance. The hag rolls with advantage on saving throws against spells and other magical effects.
ACTIONS
Multiattack. The night hag makes two claws attacks each turn.
Claws (hag form only). Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 13 (2d8+4) slashing damage.
Nightmare Haunting (1/day). While insubstantial, the hag magically touches a sleeping humanoid. 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 6 (1d10). If this effect reduces the target’s hit point maximum to 0, the target dies. The reduction to the target’s hit point maximum lasts until removed by the greater restoration spell or similar magic.
MOTIVES
One of the most hateful of the fae, the night hag lives to hurt humans, to pervert and corrupt them, to foul their morals, and finally, when the human is at its lowest, to kill it with nightmare haunting.
ALLIES
A night hag usually works alone but might have company in the form of other hags or less powerful fae creatures.