Library / Bestiary

Sea Hag

CR 4.00 Monstrous Humanoid CE Medium
Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.

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.

STR
19
DEX
16
CON
18
INT
12
WIS
13
CHA
15
HP
38 (4d10+16)
AC
16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
Speed
30 ft., swim 40 ft.
Init
+3
Melee
2 claws +8 (1d6+4)
BAB
+4
CMB
+8
CMD
21
Fort
+5
Ref
+7
Will
+5
SR
15

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.

Skill Focus (Bluff, Perception)

Bluff +9, Knowledge (any one) +5, Perception +11, Stealth +10, Swim +19

Details
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
Languages
Common, Giant
Source
Bestiary
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