Lots of good feedback [MENTION=16814]Ovinomancer[/MENTION].
Looking more at this, the hag as Fling, and since she will see the portal activating she should not be surprised, but maybe the characters will, or at least it is possible they may not all come through on turn one. So, she will try and fling out the windows the first of three non-dwarf non-barbarians to come through (given this party; a cleric, a fighter/wizard, and bard are likely). That should put two? of them outside, one on each side of the cottage and they will each become engaged with 2 redcaps.
That should help the action economy. But enough? It possible some might make their saves against fling. Second round she will try to banish one of them, helping the action economy again for a round, but again maybe they will save?
I could redo the map I've drawn to make the gate outside the cottage. I guess if I have to, but not sure I have to (and I have other artwork etc for the current layout).
I see the dim/obscure as part of the chase portion. Given the lair actions a grandmother night hag has, she can walk through her own walls and close/open doors as needed, so she can retreat through the walls fairly easy (if her early actions work to split the party and buy her enough time).
If things go as planned, round one the party gets split, and the hag and horror combo only have to deal with (likely) 1-4 PC's (depending how many come through the portal, and how many get flung), probably only 1-2. Round two it will be 3 PC's (2? flung, 1 banished). Round three everyone will be engaged somewhere (inside or out).
Does that seem better balanced?
Here's the immediate cottage for reference.
