Sea Hag
Description
Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds.
Sea hags prefer to dwell relatively close to shore where fishermen and trading vessels are more commonly encountered. Most choose to live far from urban areas so that their acts don't draw as much attention from would-be enemies, but it's not uncommon for a particularly brave or eager sea hag to settle in a city harbor or in the mouth of a deep river.
Sea hags form covens similar to other hags, but their aquatic nature generally keeps them from forming mixed covens. In the case of a shoreline-dwelling green hag (often a green hag who dwells in a saltmarsh or other coastal swampland), a coven often consists of two sea hags who look to the green hag as their mother and leader. More commonly, a sea hag coven consists of a group of particularly friendly and sisterly sea hags.
Combat Stats
- Melee
- 2 claws +8 (1d6+4)
- SR
- 15
- Aura
- horrific appearance (60 ft.)
Ability Scores
Proficiencies
Weapons: Simple
Special Attacks
Evil Eye — Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 14 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 14 Fortitude save or perish. The evil eye is a mind-affecting fear effect. The save DCs are Charisma-based. The save DC is Charisma-based.
Special Qualities
Feats
Special Abilities
Universal Monster Rules
Special Abilities
Feats, Traits & Items
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Skills
Bluff +9, Knowledge (any one) +5, Perception +11, Stealth +10, Swim +19
- Type
- Monstrous Humanoid
- Alignment
- CE
- Size
- Medium
- Environment
- any aquatic
- Organization
- solitary or coven (3 hags of any kind)
- Treasure
- standard
- Senses
- darkvision 60 ft.; Perception +11
- Aura
- horrific appearance (60 ft.)
- Languages
- Common, Giant
- Source
- Bestiary