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Salem Hag
Hell bent on making Spring the home of a new god, these witches gather and spread disease to gain magic prowess. Each wander with split shadows.
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.
Salem Hag Items. A Salem hag carries two very rare magic items that she must craft for herself If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort. Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days. Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).
Actions
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.
Stella'Pura Infliction. If target is prone, the Hag can inflict the Stella'Pura disease as an action. Target must make a DC 18 Con saving throw, or be permanently diseased. Target has automatic 2 levels of exhaustion and the poisoned conditioned. Target can make DC 18 Con saving throws at the start of their turn to cure the poison, but target will continue to gain levels of exhaustion unless Greater Healing is cast or two long rests are taken.