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Hag, Dreamthief

Medium fiend, neutral evil

Armor Class 18 (natural armor)
Hit Points 161 (17d8 + 85)
Speed 30 ft., fly 20 ft.

STR DEX CON INT WIS CHA
22 (+6) 17 (+3) 21 (+5) 16 (+3) 16 (+3) 17 (+3)

Saving Throws Str +10, Dex +7, Wis +7, Cha +7
Skills Deception +7, Insight +6, Perception +6, Stealth +6
Damage Resistances cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks that aren’t silvered
Condition Immunities charmed
Senses darkvision 120 ft., passive Perception 16
Languages Abyssal, Common, Infernal, Primordial
Challenge 11 (7,200 XP)

SPECIAL TRAITS

  • Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
  • Dream Theft. While in the same space as a dreaming creature, or when touching the boundary of a dreamscape from the ethereal plan, the hag can force the dreaming creature into a lucid body and enter its dreamscape. If the hag deals enough damage to kill the lucid body, instead of the dreamer waking up harmlessly, the hag can trap the creature’s dreaming mind in her dreamstone, causing its body to remain in a mindless coma indefinitely (even magic like a wish can at best transport the caster to the location of the trapped mind).
  • Dreamstone. Every dreamthief hag carries a dreamstone—a gemstone crafted from the petrified tears of a dream dragon and worth at least 2,200 gp. The stone is psychically attuned by the hag’s spirit and proximity. If the hag dies or is no longer in possession of her stone, it remains attuned for only 24 hours. The dreamstone can hold up to 20 dreaming minds stolen by the hag. The hag can release a stored mind, sifting out its essence, to regain a use of one of her innate spells as a bonus action. The mind then returns to its body, but the hag’s tampering usually inflicts deep mental scars, resulting in new phobias, nervous ticks, or sleep disorders. The hag can use her dream theft ability and etherealness only if she has her dreamstone.
  • Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.

ACTIONS

  • Multiattack. The hag makes three claw attacks. She can use Etherealness or Cast a Spell in place of any melee attack.
  • Mind Blocking Claws (Hag Form Only). Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage. A creature that takes damage from this attack cannot make any intelligence related activity – including casting Intelligence based spells (all non-cleric or druid spells), making an intelligence saving throw or skill check – until the end of the targets next round.
  • 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 dreamstone 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.
Section 15: Copyright Notice
Legendary Planet Adventure Path (5E) © 2020, Legendary Games; Authors: Matt Goodall, Jim Groves, Steven T. Helt, Tim Hitchcock, Jason Nelson, Richard Pett, Tom Phillips, Mike Shel, Neil Spicer, Mike D. Welham