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System Reference Document 5.2.1
The target is immune to this nalfeshnee’s Horror Nim-
bus for 24 hours.
Reactions
Pursuit. Trigger: Another creature the nalfeshnee can 
see ends its move within 120 feet of the nalfeshnee. 
Response: The nalfeshnee uses Teleport, but its des-
tination space must be within 10 feet of the trigger-
ing creature.
Night Hag
Night Hag
Medium Fiend, Neutral Evil
AC 17  Initiative +5 (15)
HP 112 (15d8 + 45)
Speed 30 ft.
MOD SAVE MOD SAVE MOD SAVE
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 spell-
casting 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 Haunt-
ing action. 
 The bag has AC 15, HP 20, and Resistance to all dam-
age. 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, us-
ing the same spellcasting ability as Spellcasting. Only 
the hag can serve as the spell’s messenger, and the tar-
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 Intelli-
gence 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 Me-
dium 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.
Nightmare
Nightmare
Large Fiend, Neutral Evil
AC 13  Initiative +2 (12)
HP 68 (8d10 + 24)
Speed 60 ft., Fly 90 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 18 +4 +4 Dex 15 +2 +2 Con 16 +3 +3
Int 10 +0 +0 WIS 13 +1 +1 Cha 15 +2 +2
Immunities Fire
Senses Passive Perception 11
Languages Understands Abyssal, Common, and Infernal 
but can’t speak
CR 3 (XP 700; PB +2)
Traits
Confer Fire Resistance. The nightmare can grant Re-
sistance to Fire damage to a rider while it is on the 
nightmare.
Illumination. The nightmare sheds Bright Light in a 10-
foot radius and Dim Light for an additional 10 feet.
Actions
Hooves. Melee Attack Roll: +6, reach 5 ft. Hit: 13 (2d8 
+ 4) Bludgeoning damage plus 10 (3d6) Fire damage.
Ethereal Stride. The nightmare and up to three willing 
creatures within 5 feet of it teleport to the Ethereal 
Plane from the Material Plane or vice versa.