Madra Nocht is a night hag who dwells in the Valley of Tombs, between the growing frontier towns of Threshold and Minehold. She is a creature of pure evil and she is as cunning as she is wicked. She is also immortal, endless and ageless. Her schemes touch nearly everything in the Valley, either as her handiwork or her allies, or something to be discarded or destroyed.
Her cabin is located aside a gently flowing stream. It is a small simple structure with an herb garden and a porch on which a dog sleeps. Only upon closer inspection can visitors see that only poisonous plants grow in the garden and the dog is in fact a three-headed Death Hound gnawing on too-small bones. By then it is too late, for Madra Nocht emerges from her dwelling, soul sack hanging at her side and wickedness glinting in her eyes. She may not attack the trespassers immediately — she is very likely not to, in fact — but she is a predator to be sure and is sizing up her prey. No mad beast, Madra Nocht needs pawns and servants, sport and playthings and she will take pains to determine which her visitors may be. Unlike some of her kind, she never hides her gruesome visage behind an illusion of beauty. She revels in the terror she creates and loves nothing more than the moment of horror when her victims first see her — except perhaps their last, terrified gasps for breath.
Madra Nocht needs not eat or sleep. She never does the latter, and is always up late into the night ranging from dream to dream in search of nightmares to empower and innocents to torture. She sees and manipulates them through her cauldron. The former, she does indulge on occasion. Usually, she limits her indulgence to children (which she has the local goblin tribes snatch from their beds for her) but she may make an exception for particularly troublesome guests. If she or her Death Dog subdues a would be hero, she devours them slowly over days, keeping them alive to watch her cook their flesh and feed their bones to her pet until the last thing they see is a fork coming into their eye. But that is a rare fate, reserved for the most egregiously uncouth Madra Nocht is an immortal and a power and she demands respect.
As stated, she needs servants to carry out her will in Valley, willing and otherwise. She threatens, promises and cajoles, lies and manipulates and entices. She has much to offer, from wealth for the greedy to hope for the forlorn to simple desire for survival. When that does not work, she shreds off pieces of a victim’s soul and holds it as ransom until some particular deed she might need done is complete. Attacking her is both futile and suicidal: if threatened, she simply escapes into the Ethereal Plane where dreams and nightmares live. If one can manage to kill her before she can escape, she is not destroyed: her body turns to smoke and she is trapped in the Ethereal until the next new moon. In either case, she follows such a defeat immediately with revenge. She hunts through the land of dreams until she finds her attackers and slowly, with horrifying pleasure, turns all their hopes to ash and eats away at their souls until they are but husks of themselves, at which point she commands these empty vessels to do such horrid and vile things that whatever is left of the victim goes mad with guilt and terror.
Game Rules: Madra Nocht is a fairly typical Night Hag as presented in the Monster Manual (page 178) with a few minor but significant tweaks. In addition to the usual night hag innate spellcasting abilities, Madra Nocht is an accomplished ritualist and brewer. She can cast nearly any spell that is available as a ritual and can brew any potion. She never uses potions herself and rarely uses ritual spells for her own benefit; rather, these are tools she uses to bribe would be servants and punish those who defy her. Also, Madra Nocht may plane shift at will between the Prime Material and the Ethereal only. She may do so as a bonus action if she is wounded and automatically does so if she is reduced to 0 hit points.
In addition to the normal effect of her Nightmare power, anyone affected by it becomes a sort of thrall to her. She cannot control their actions but gains the ability to read their minds, scan their memories and use their senses from afar. A victim who takes psychic damage from the ability gains a level of exhaustion is addition to the other effects and anyone reduced to 0 hit points by the power becomes a wight under Madra Nocht’s control.
Madra Nocht is considered CR 7 for defeating her in a single encounter or adventure, but given that she is immortal and driven by revenge, characters may gain XP for defeating her more than once (DM’s discretion) on a separate occasion.
Her pet is a Death Dog (page 321) with three heads (and therefore three bite attacks) rather than two. The save DC on it’s disease is 14 Constitution and it causes 2d6 permanent damage rather than 1d10. It has a CR of 2.
At Carnage Con, Madra Nocht used her nightmare power and threats to consume the soul of a part member in order to cajole them into attacking a group of harpies who were preying on Madra Nocht’s goblin servants. This is an example of the kinds of thing she might require PCs to do for her, rather than just try and kill them outright.