Homebrew
The Hags' innate spellcasting is based on their CHA (DC16 save, +8 spell attack), they can cast the following spells without any material components.
Magic Resistance- They have advantage on saves against spells and magical effects. Incorporeal Movement- They can move through objects and other creatures as though they were difficult turrain. They take 1d10 force damage if they end their turn inside something. Multi-headed- They have advantage on Perception and Initiative checks, and they can't be surprised. Individual Personalities- The hags take 3 turns during initiative. The turn they roll, a turn at that initiative -10, and a turn at their roll +10. Triplicate Spellcasting- They can cast any number of leveled spells during their turns as actions or bonus actions. Unmutable- The hags' form can not be changed against their will, except by a god or 'Wish' or more powerful spell.
Muti-attack- The hags can make 2 claw attacks. Etherealness- They move in or out of the Ethereal plane. Possession (Recharge 6)- A creature within 5 feet must pass a DC16 CHA save or be entered and controlled by the hags until they drop to 0 HP or become unconscious. Nightmare Haunting (1/Day)- An unconscious creature the hags touch lose 1d10 Max HP and doesn't benifit from their long rest. Maddening Feast- They eat a creature within 5 feet that has died within the past 1 minute, each other creature within 60 feet makes a DC16 WIS save or becomes frightened for 1 minute. While frightened in this way they are incapacitated and can remake the save at the end of their turns. Claws- +10 to hit, 10 feet, one target, on a hit deal 3d8+5 slashing damage. Crushing Hug- +10 to hit, 10 feet, one target, on a hit deal 9d8+5 blugening damage, and if the target is huge or smaller they are grappled. It takes 2 hands to grapple a creature in this way, and a grappled creature takes 9d8+5 blugening damage at the start of the hag's turn that grappled them. (Escape DC18)
Misty Escape- They can telleport 60 feet to a point they can see. Greater Quickening- They can cast any of their spells as a bonus action 3/day.
Misfortune- They force a creature within 60 feet to reroll an attack, save, or ability check and keep the lowest.
(3/Round) 3 Actions- They create 3 clones of themselves at points they can see within 60 feet with 1 HP and Evasion that last 1 minute or until they use this action again. 1 Action- They move half their speed without provoking opportunity attacks.
Normally found hunting down their killers, but also spotted around their old lairs.