Magic Resistance. The hag has advantage on saving throws against spells and other magical effects.
Night Hag Items/ Hag Coven/ Hag Eye. See Monster Manual
Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves: 1st level (4 slots): identify, ray of sickness. 2nd level (3 slots): hold person, locate object. 3rd level (3 slots): bestow curse, counterspell, lightning bolt. 4th level (3 slots): phantasmal killer, polymorph. 5th level (2 slots): contact other plane, scrying. 6th level (1 slot): eye bite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.
Claws (Hag Form Only). Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: (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.
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.
Sneak Attack. Once per turn, Rob can deal 1d6 extra damage to one creature he hits with an attack if Rob has advantage on the attack roll. The doesn't need advantage on the attack roll if another enemy of the target is within 5 feet of him, that enemy isn't incapacitated, and Rob doesn't have disadvantage on the attack roll.
Cunning Action Due to his high agility and cunning, Rob can use a bonus action to take the Dash, Disengage or Hide action.
Multiattack. Rob makes two weapon melee attacks or two ranged attacks.
Dagger. Melee Weapon Attack/Thrown +6 to hit, range 20/60ft., one target. Hit: 6 (1d4 +4) piercing damage.
Light Crossbow. Ranged Weapon Attack +6 to hit, range 80/320ft., one target. Hit: 8 (1d8 +4) piercing damage.
Elemental Bending. When casting an area of attack spell that deals fire, ice, lightning or thunder damage, Darulith can exclude a number of targets from its area equal to its spellcasting modifier. The targets don't receive any damage or effects from that spell.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Quarterstaff. Melee Weapon Attack +1 to hit, reach 5ft., one target. Hit: 1 (1d6 -2) bludgeoning damage.
Spellcasting. Darulith is a 5th-level sorcerer. His spellcasting ability is Charisma (spell save DC 14, spell attack modifier +6).
Cantrips (at will): Prestidigitation, Minor Illusion, Poison Spray, Blade Ward.
1st level (4 slots): Magic Missle, Silent Image, Shield, Ray of Sickness, Burning Hands, Mage Armor.
2nd level (3 slots): Shatter.
3rd level (2 slots): Water Walk, Water Breathing, Stinking Cloud, Hypnotic Pattern.
Fey Ancestry. Allith has advantage on saving throws against being charmed, and magic can't put her to sleep.
Wild Shape (2/short rest). One per day as an action, Allith can magically assume the shape of a beast that she has seen before. The creature must have a maximum CR of 1/2 and no flying speed. Available creatures:
CR <1/2 Cat, Crab, Deer, Frog, Goat, Octopus, Rat, Spider, Giant Rat, Mule, Pony.
CR 1/4: Boar, Elk, Giant Crab, Panther, Poisonous Snake, Wolf.
CR 1/2: Black bear, Dire wolf, Warhorse
Allith can stay in a beast shape for a number of hours equal to half her druid level (rounded down). She can revert to her normal form earlier by using a bonus action. She automatically reverts if she falls unconscious, drops to 0 hit points or dies.
While transformed, the following rules apply:
-All game statistics are replaced by the statistics of the beast, except her alignment, personality, Int Wis and Ch scores, and
Wild Shape (continued). her saving throw proficiencies (add the creatures proficiencies).
-She assumes the beasts hit points and hit dice, when reverting back to her normal form, she returns to the number of hit points before she transformed. Any excess damage past dropping to 0 hit points carries over to her normal form.
-She can't cast spells
-She chooses whether her equipment falls to the ground, merges into the new form, or is worn by it.
Quarterstaff. Melee Weapon Attack +0 to hit, reach 5ft., one target. Hit: 4 (1d6 + 0) bludgeoning damage.
Spellcasting. Allith is an 5th-level druid. Her spellcasting ability is Wisdom (spell save DC 14, spell attack modifier +6).
Cantrips (at will): Mending, Shillelagh, Druidcraft, Guidance.
1st level (4 slots): Animal Friendship, Charm Person, Healing Word.
2nd level (3 slots): Moonbeam, Locate Animals or Plants.
3rd level (2 slots): WInd Wall, Stinking Cloud, Call Lightning.