b'Hag, Blood \n'b'  Family:   Hags  \n'b'  Medium   fey ,  chaotic evil  \n'b'  Armor Class  16 (natural armor)  Hit Points  204 (24d8 + 96)  Speed  30 ft., climb 30 ft.\n'b' STATS STR: 20 (+5) DEX:  16 (+3)  CON:  18 (+4)  INT:  19 (+4)  WIS:  21 (+5)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +7,  Con  +8,  Cha  +7  Skills   Deception  +7,  Intimidation  +7,  Perception  +9,  Stealth  +7  Condition Immunities   charmed ,  poisoned   Senses   darkvision  60 ft., passive  Perception  19  Languages  Common, Giant, Sylvan  Challenge  11 (7,200 XP)  Proficiency Bonus  +4 \n'b' SPECIAL TRAITS \n'b'\n'b'  Blood Sense . The blood hag can pinpoint the location of creatures that aren\xe2\x80\x99t Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The blood hag makes three Claw or Blood Bolt attacks and can use Blood-Drinking Hair or Face Peel. She can replace one  attack  with a use of Sanguine Curse. \n'b'  Claws .  Melee Weapon Attack : +9 to hit, reach 5 ft., one target.  Hit : 19 (4d6 + 5) slashing damage, and the target is  grappled  (escape DC 17) if it is a Medium or smaller creature. The blood hag has two claws, each of which can grapple only one target. \n'b'  Blood Bolt .  Ranged Spell Attack : +9 to hit, range 60 ft., one target.  Hit : 18 (3d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 17  Constitution  saving throw or be  poisoned  until the end of its next turn. \n'b'  Blood-Drinking Hair . The hag drains blood from one creature  grappled  by her. The target must make a DC 17  Constitution  saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one. The blood hag regains  hp  equal to half the necrotic damage taken. \n'b'  Face Peel . The blood hag peels the face off one creature  grappled  by her. The target must succeed on a DC 17  Dexterity  saving throw or take 14 (4d6) slashing damage and be  stunned  until the end of its next turn. The target\xe2\x80\x99s  hp  maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. While its  hp  maximum is reduced in this way, the target has disadvantage on all  Charisma  checks. The target dies if this effect reduces its  hp  maximum to 0. \n'b'  Sanguine Curse . The blood hag curses one creature she can see or sense within 60 feet of her. The target must succeed on a DC 17  Wisdom  saving throw or be cursed for 1 minute. A creature automatically succeeds on this saving throw if it doesn\xe2\x80\x99t have blood. While cursed, the target is  incapacitated  and takes 9 (2d8) necrotic damage at the start of each of its turns as its internal blood vessels rupture. The cursed target can repeat the saving throw at the end of each of its turns, ending the curse on itself on a success. The blood hag can have only one target cursed at a time. If it curses another, the effect on the previous target ends. \n'b'  Spellcasting . The blood hag casts one of the following spells, requiring no material components and using  Wisdom  as the spellcasting ability (spell save DC 17):\n'b'\n'b'\n'b'  At will :  disguise self ,  knock ,  tongues  \n'b'  3/day each :  modify memory ,  pass without trace  \n'b'\n'b' ABOUT \n'b' This bent-backed crone has long, leathery arms and cruel, flesh-shearing talons. Her face is a misshapen mass of leathery flesh with a bulbous nose, like a gnarled knot on an old oak tree, and her hair falls in ringlets of wriggling worms. \n'b' Blood hags have long skulked on the fringes of society. The hags prey on mankind, stealing seed to propagate, blood to satisfy their insatiable thirst, and faces as trophies of these short-lived and bloody trysts. \n'b'  Worm Hair . A blood hag\xe2\x80\x99s hair is a morass of wriggling worms, ever-thirsty for fresh blood.'