Sea Hag

- Size: Medium
- Type: Fey
- Alignment: Chaotic Evil
- AC: 14
- Initiative: +1 (11)
- HP: 52(7d8+21)
- Speed: 30 ft, Swim 40 ft.
| ATTR | VAL | MOD | SAVE |
|---|---|---|---|
| STR | 16 | +3 | +3 |
| DEX | 13 | +1 | +1 |
| CON | 16 | +3 | +3 |
| INT | 12 | +1 | +1 |
| WIS | 12 | +1 | +1 |
| CHA | 13 | +1 | +1 |
- Senses: Darkvision 60 ft.; Passive Perception 11
- Languages: Common, Giant, Primordial (Aquan)
- CR: 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours.
Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6+3) Slashing damage.
Death Glare (Recharge 5-6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage.
Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours.
Lore & Background
Sea hags are among the most wicked and dangerous of all hag-kind, dwelling in coastal waters and underwater caverns where they prey upon sailors, fishers, and coastal communities. These maritime crones possess an otherworldly ugliness so profound that the mere sight of their true form can kill mortals outright. They delight in causing shipwrecks, corrupting pure waters, and spreading despair throughout coastal regions.
Unlike their land-dwelling cousins, sea hags have adapted fully to aquatic life, able to breathe both water and air with equal ease. They often disguise themselves as beautiful women to lure victims close before revealing their true, horrifying nature. Their mastery of illusion magic makes them particularly dangerous, as they can appear as anything from distressed maidens to helpful guides until their prey is within striking distance.
Combat Tactics
Sea hags rely heavily on their horrific appearance and illusion magic to debilitate enemies before engaging in physical combat. They prefer to use their death glare against the strongest-looking opponents first, attempting to eliminate major threats through sheer supernatural terror. When this fails, they employ illusion magic to confuse and disorient their foes.
In aquatic environments, sea hags have significant advantages, using their swimming speed and water breathing to control engagement terms. They often retreat to deeper waters when outmatched, forcing land-based opponents to follow them into increasingly dangerous aquatic terrain where they hold all the advantages.
Encounter Ideas
1. The Siren's Trap Ships have been disappearing near a rocky coastline where a sea hag poses as a shipwreck survivor. The party must investigate the disappearances while avoiding the hag's deadly gaze and illusion magic in treacherous coastal waters.
2. The Poisoned Port A fishing village's waters have become tainted, killing fish and sickening anyone who drinks from local wells. Investigation reveals a sea hag has taken residence in the harbor, slowly corrupting the entire area to suit her malevolent nature.
3. The False Lighthouse A sea hag has taken control of a lighthouse, using illusion magic to create false signals that guide ships onto hidden rocks. The party must navigate both the magical deceptions and the hag's deadly powers to restore safe passage for maritime traffic.
4. The Underwater Coven Multiple sea hags have formed a coven in an underwater cave system, their combined powers threatening to create supernatural storms that could devastate the entire coastline. The party must infiltrate their aquatic stronghold to break their alliance.
Environmental Effects
- Corrupted Waters: Areas where sea hags dwell become tainted, killing marine life and making the water unsafe for consumption
- Illusory Coastlines: The hag's magic can make dangerous rocks appear as safe harbors or hide safe passages behind false barriers
- Unnatural Tides: Sea hag magic can manipulate tidal patterns, creating unexpected flooding or exposing normally submerged hazards
- Supernatural Fog: Dense, unnatural mists often surround sea hag territories, hiding dangers and disorienting travelers
Treasure
- Drowned Treasure (1000-5000 gp): Valuables recovered from shipwrecks caused by the hag's activities
- Pearl of False Appearance (2000 gp): Magical pearl that enhances illusion magic and disguise abilities
- Sailor's Bane (500-1500 gp): Cursed compass that leads ships astray, valuable to collectors of dark artifacts
- Siren's Scale (300-800 gp): Shed scales from the hag's true form, useful in crafting water-breathing magic items
- Corrupted Charts (100-400 gp): Nautical maps marked with false information designed to lead ships to destruction
Plot Hooks
1. The Cursed Beauty A noble's daughter has been transformed by a sea hag's curse, slowly taking on the hag's hideous appearance. The party must find a way to break the curse while the victim struggles with her changing nature and the horror of those around her.
2. The Drowned Memories A sea hag claims to possess the memories of all sailors who have drowned in her waters, including crucial information about a lost treasure fleet. The party must decide whether to bargain with the evil creature or find another way to obtain the knowledge.
3. The Reluctant Alliance Coastal communities face a greater threat from deep-sea monsters, forcing them to consider seeking help from a local sea hag. The party must navigate the dangerous politics of allying with evil while ensuring the hag doesn't simply exploit the situation.
4. The Hag's Inheritance When a sea hag is killed, her underwater lair becomes accessible, revealing decades of accumulated treasures and secrets. However, the lair's magical protections remain active, and other creatures move in to claim the territory for themselves.