18 (natural armor)
165 (22d8 + 66)
30 ft.
Deception +8, Insight +7, Perception +7, Stealth +6
charmed
darkvision 120 ft.
Common, Abyssal, Infernal, Primordial
9
Mary has advantage on saving throws against spells and other magical effects.
Mary's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components: • At will: chill touch, detect magic, magic missile, minor illusion • 2/Day each: hypnotic pattern, misty step, plane shift (self only), ray of enfeeblement, scorching ray (3rd level), sleep, vampiric touch (4th level) • 1/Day each: banishment, darkness, dispel magic, fog cloud, modify memory
Melee Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 22 (5d8) necrotic damage.
Mary 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 is transformed. She reverts to her true form if she dies.
Mary magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, she must have a heartstone in her possession.
While on the Ethereal Plane, Mary 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.