b'Hag, Dreamthief \n'b'  Medium   fiend ,  neutral evil  \n'b'  Armor Class  18 (natural armor)  Hit Points  161 (17d8 + 85)  Speed  30 ft., fly 20 ft.\n'b' STATS STR: 22 (+6) DEX:  17 (+3)  CON:  21 (+5)  INT:  16 (+3)  WIS:  16 (+3)  CHA:  17 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  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\xe2\x80\x99t silvered  Condition Immunities   charmed   Senses   darkvision  120 ft., passive  Perception  16  Languages  Abyssal, Common, Infernal, Primordial  Challenge  11 (7,200 XP) \n'b' SPECIAL TRAITS \n'b'\n'b'  Innate Spellcasting . The hag\xe2\x80\x99s 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:\n'b'\n'b'\n'b'  At will :  detect magic ,  magic missile  \n'b'  2/day each :  plane shift  (self only),  ray of enfeeblement ,  sleep  \n'b'\n'b'  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\xe2\x80\x99s 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). \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99s 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. \n'b'  Magic Resistance . The hag has advantage on saving throws against spells and other magical effects. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The hag makes three claw attacks. She can use  Etherealness  or  Cast a Spell  in place of any  melee attack . \n'b'  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 \xe2\x80\x93 including casting  Intelligence  based spells (all non- cleric  or  druid  spells), making an intelligence saving throw or skill check \xe2\x80\x93 until the end of the targets next round. \n'b'  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\xe2\x80\x99t transformed. She reverts to her true form if she dies. \n'b'  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. \n'b'  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\xe2\x80\x99s hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag\xe2\x80\x99s soul bag. The reduction to the target\xe2\x80\x99s hit point maximum lasts until removed by the  greater restoration  spell or similar magic.'