Night Hag icon: a hag in a pointed hat, in violet
Icon by Cathelineau, CC BY 3.0

Night Hag 5e stat block

Medium fiend, neutral evil · CR 5 · 2024 stat block below

Armor Class
17 (natural armor)
Hit Points
112 (15d8+45)
Speed
30 ft.
Challenge
5 (1,800 XP)
Proficiency bonus
+3
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)16 (+3)14 (+2)16 (+3)
Skills
Deception +7, Insight +6, Perception +6, Stealth +6
Damage resistances
cold, fire, bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons
Condition immunities
Charmed
Senses
darkvision 120 ft., passive Perception 16
Languages
Abyssal, Common, Infernal, Primordial

Traits

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

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

Actions

Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

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.

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.

How many night hags for a fight?

A night hag is worth 1,800 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many night hags fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
4th——1
5th112
6th123
7th123
8th234
9th245
10th356
11th469
12th4810
13th5912
14th61012+
15th71212+
16th812+12+
17th1012+12+
18th1112+12+
19th1212+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the night hag compares at CR 5

Against the 26 other challenge 5 monsters in the SRD 5.1, the night hag has more hit points than 16 of them, which makes it tougher than most at its CR. See every CR 5 monster.

StatisticNight HagCR 5 average
Armor Class1714.5
Hit points112102
Best attack bonus+7+7

Night Hag 2024 stat block

The 2024 Monster Manual revised the night hag, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
17
Hit Points
112 (15d8 + 45)
Speed
30 ft.
Challenge
5 (1,800 XP)
STRDEXCONINTWISCHA
18 (+4)15 (+2)16 (+3)16 (+3)14 (+2)16 (+3)
Damage resistances
cold, fire
Condition immunities
Charmed
Senses
darkvision 120 ft., passive Perception 15
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 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.

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