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Sea Hag

Sea hags are wicked, cruel fey creatures. As their name implies, they are found in and along the shores of the sea.   Sea hags live underwater or on the shore, favoring bleak and despoiled places. They have pale skin like that of a fish, covered in scales, with glassy dead eyes and hair like lank seaweed. Sea hags are emaciated, but one might be tall or short, frail or large-boned. A sea hag hates beauty in any form and seeks to attack, deface, or corrupt it so it has the opposite effect on its viewers. One is more likely to defile the inspiring statue in a town square, making it into a symbol of fear and sorrow, than to destroy it outright.

Basic Information

Anatomy

Sea hags are revolting to look upon; their visage is so horrifying that the weak-hearted are known to die upon gazing at these hags. They have an emaciated appearance, despite their joy of gorging themselves on the flesh of sentient creatures.

Ecology and Habitats

Sea hags dwelt in cliffs and above and near settlements. They can be found swimming at a depth between 151 and 300 feet. Because such places are convenient for them, sea hags often establish their lairs inside the hulls of wrecked or abandoned ships.

Additional Information

Social Structure

Sea hags are normally solitary.
Genetic Ancestor(s)
Related Ethnicities

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Sea Hag

Medium fey, chaotic evil
Armor Class 14 (Natural Armor)
Hit Points 52 7d8+21
Speed 30ft Swim: 40ft

STR
16 +3
DEX
13 +1
CON
16 +3
INT
12 +1
WIS
12 +1
CHA
13 +1

Senses Darkvision 60 Ft., passive Perception 11
Languages Sylvan, Aquan
Challenge 2


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.   Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.   A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.   Shared Spellcasting (Coven Only). While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:   • 1st level (4 slots): identify, ray of sickness   • 2nd level (3 slots): hold person, locate object   • 3rd level (3 slots): bestow curse, counterspell, lightning bolt   • 4th level (3 slots): phantasmal killer, polymorph   • 5th level (2 slots): contact other plane, scrying   • 6th level (1 slot): eye bite   For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12+the hag's Intelligence modifier, and the spell attack bonus is 4+the hag's Intelligence modifier.   Hag Eye (Coven Only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.   A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.   Variant: Death Coven. For a death coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells: 1st level (4 slots): false life, inflict wounds 2nd level (3 slots): gentle repose, ray of enfeeblement 3rd level (3 slots): animate dead, revivify, speak with dead 4th level (3 slots): blight, death ward 5th level (2 slots): contagion, raise dead 6th level (1 slot): circle of death Variant: Nature Coven. For a nature coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells: 1st level (4 slots): entangle, speak with animals 2nd level (3 slots): flaming sphere, moonbeam, spike growth 3rd level (3 slots): call lightning, plant growth 4th level (3 slots): dominate beast, grasping vine 5th level (2 slots): insect plague, tree stride 6th level (1 slot): wall of thorns Variant: Prophecy Coven. For a prophecy coven, replace the spell list of the hags’ Shared Spellcasting trait with the folllowing spells: 1st level (4 slots): bane, bless 2nd level (3 slots): augury, detect thoughts 3rd level (3 slots): calirvoyance, dispel magic, nondetection 4th level (3 slots): arcane eye, locate creature 5th level (2 slots): geas, legend lore 6th level (1 slot): true seeing


Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: (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.


 

Lair Actions

If a hag is a grandmother, she gains a set of lair actions appropriate to her nature, knowledge; and history. A co- ven that includes a grandmother can use her lair actions as well, but the grandmother's will prevails-if one of the coven attempts this sort of action and the grandmother disapproves, nothing happens. A powerful auntie (or her coven) might also have access to lair actions like these, but only at certain times of the year or when the influence of the Feywild is strong.   The following lair actions are options for grandmothers and powerful aunties. Grandmothers usually have three to five lair actions, aunties usually only one (if they have any at all). Unless otherwise noted, any lair action that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability.   On initiative count 20 (losing initiative ties), the hag can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:   • Until initiative count 20 on the next round, the hag can pass through solid walls, doors, ceilings, and floors as if the surfaces weren't there.   • The hag targets any number of doors and windows that she can see, causing each one to either open or close as she wishes. Closed doors can be magically locked (requiring a successful DC 20 Strength check to force open) until she chooses to make them unlocked, or until she uses this lair action again to open them.   A powerful sea hag might have the following additional lair actions:   • The hag fills up to four 10-foot cubes of water with ink. The inky areas are heavily obscured for 1 minute, although a steady, strong underwater current disperses the ink on initiative count 10. The hag ignores the obscuring effect of the ink.   • The hag chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This hideous simulacrum is formed out of seaweed, slime, half-eaten fish, and other garbage, but still generally resembles the creature it is imitating. This simulacrum obeys the hag's commands and is destroyed on initiative count 20 on the next round.

Regional Effects

A hag's foul nature slowly suffuses the environment around her lair, twisting it to evil.   Each hag's lair is the source of three to five regional effects; the home of a grandmother, an auntie, or a coven has more effects than the lair of a single hag, including some that can directly harm intruders. Any regional effect that requires a creature to make a saving throw uses the save DC of the hag's most powerful ability. These effects either end immediately if the hag dies or abandons the lair, or take up to 2d10 days to fade away.   The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:   • Birds, rodents, snakes, spiders, or toads (or some other creatures appropriate to the hag) are found in great profusion.   • Beasts that have an Intelligence score of 2 or lower are charmed by the hag and directed to be aggressive toward intruders in the area.   • Strange carved figurines, twig fetishes, or ragdolls magically appear in trees.   A powerful sea hag creates one or more of the following additional regional effects within 1 mile of her lair:   • Most surfaces are covered by a thin film of slime, which is slick and sticks to anything that touches it.   • Currents and tides are exceptionally strong and treacherous. Any ability check made to safely navigate or control a vessel moving through these waters has disadvantage.   • Shores are littered with dead, rotting fish. The hag can sense when one of the fish is handled and cause it to speak with her voice.


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