Armor Class 15 (natural armor)
Hit Points 136 (16d8 + 64)
Speed 30 ft.
Saving Throws —
Skills Arcana +10, Deception +5, Insight +8, Perception +8
Damage Immunities False
Condition Immunities charmed, frightened, poisoned
Senses darkvision 60 ft., passive Perception 18
Languages Common, Druidic, Giant, Sylvan
Challenge 7 (2,900 XP)
Amphibious. The red hag can breathe air and water.
Blood Sense. The red hag can pinpoint the location of creatures that aren't Constructs or Undead within 60 feet of her and can sense the general direction of such creatures within 1 mile of her.
Magic Resistance. The red hag has advantage on saving throws against spells and other magical effects.
Speak with Beasts. The red hag can communicate with Beasts as if they shared a language.
Multiattack. The hag makes two Claw attacks or three Blood Bolt attacks. She can replace one attack with a use of Spellcasting.
Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage plus 9 (2d8) necrotic damage.
Blood Bolt. Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 14 (2d8 + 5) necrotic damage. If the target is a creature with blood, it must succeed on a DC 16 Constitution saving throw or be poisoned until the end of its next turn.
Siphon Blood (Recharge 5-6). The red hag drains blood from nearby creatures. Each creature that isn't a Construct or Undead within 20 feet of the red hag must make a DC 16 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one. If at least one creature fails the saving throw, the next spell the red hag casts is cast as if the spell used a spell slot two levels higher than the spell's lowest level.
Spellcasting. The red hag casts one of the following spells, requiring no material components and using Wisdom as the spellcasting ability (spell save DC 16):
At will: animal friendship, druidcraft, entangle
3/day: cure wounds, dispel magic, lesser restoration
1/day: control water, freedom of movement