Sea-Hag

Sea Hag

Medium fey, chaotic evil

2
Challenge Rating
450 XP

In murky depths of treacherous coastal waters and forgotten shipwrecks, the Sea Hag lurks as a malevolent and cunning creature. With her withered visage, watery demeanor, and dark magical abilities, the Sea Hag embodies malevolence, enchantment, and the dangers that lie beneath the ocean’s surface.

The Sea Hag is an aquatic humanoid with a grotesque appearance. Her skin is pale and covered in barnacles, and her hair floats around her head as if suspended in water. Her fingers end in long, sharp claws, and her eyes glow with a sinister, otherworldly light. She possesses an innate connection to the watery depths, able to breathe both air and water with equal ease.

These malevolent beings are known for their wickedness and their ability to manipulate others through enchantment. Sea Hags possess dark magical powers, often casting spells that disorient or bewitch their victims. They are adept at creating illusions, luring unsuspecting sailors and adventurers to their doom with promises of treasures or hidden secrets.

Sea Hags are skilled in the arts of deception and manipulation, preying upon the desires and weaknesses of others. They are masters of curses, capable of inflicting misfortune and suffering upon those who cross their path. Their wicked laughter can be heard echoing through stormy nights, a haunting reminder of their malicious presence.

Legends speak of powerful Sea Hags known as “Coven Sisters,” who form alliances and work together to weave intricate webs of deceit and dark magic. These covens pose even greater threats, as their combined powers amplify their enchantments and their ability to bring calamity upon those who dare to oppose them.

Encountering a Sea Hag is to face a creature of malevolence and treachery. Her presence exudes an aura of dark enchantment and a thirst for the suffering of others. Engaging with a Sea Hag requires both caution and mental fortitude, as her illusions, curses, and manipulations make her a formidable adversary.

Sea Hags bring a touch of maritime danger and the allure of enchantment to the tapestry of the world. They serve as reminders of the perils of venturing into uncharted waters and the malevolence that can arise from the depths. Whether encountered as the vengeful spirits of drowned witches, guardians of cursed treasures, or as master manipulators in schemes of their own, Sea Hags add a sense of darkness, enchantment, and the dangers lurking beneath the waves to the realms of adventure and exploration.

Special Abilities

Amphibious

The hag can breathe air and water.

Horrific Appearance

Any humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.

Actions

  • Claws: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
  • Death Glare: The hag targets one frightened creature she can see within 30 ft. of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.
  • Illusory Appearance: The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.
    The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.
Armor Class: 14 (natural armor)
Hit Points: 52 (7d8+21)
Speed: 30 ft. (walk), 40 ft. (swim)
str
16
+3
dex
13
+1
con
16
+3
int
12
+1
wis
12
+1
cha
13
+1
Proficiency Bonus: +2

Senses

  • Passive Perception: 11
  • Darkvision: 60′
Languages: Aquan, Common, Giant
Environment: Coastal, Underwater

Credits: SRD 5.1