SEA HAG – 5e stats

Medium fey (hag), chaotic evil

Armor Class 14 (natural armor)
Hit Points 52 (7d8 + 21)
Speed 30 ft., swim 40 ft.

Proficiency Bonus +2
Proficiency Bonus +4 (5th Edition Advanced Mode)

STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)12 (+1)12 (+1)13 (+1)

Saving Throws (suggested) Str +5, Con +5
Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Giant
Challenge 2 (450 XP)

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

  • Multiattack (suggested). The sea hag makes two attacks with its claws.
  • 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 feet 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.

5th Edition Advanced Mode
Limiting the power of a character and making the overall difficulty of the game harder, does not reduce the creativity, indeed it does quite the opposite.
The Game Master has the option to use any and all of the instances proposed in this guide, or just some of them according to their preference.

It is the lack of something that move and motivate characters, not the abundance of it


DESCRIPTION

A sea hag is a type of evil aquatic fey that resembles a woman, but with a hideous and grotesque appearance. Sea hags have emaciated forms and long, thin limbs, covered with slimy scales and bony protrusions. Their skin is a pallid yellow-green color, rife with warts and oozing cankers. Their hair is long and limp, resembling rancid seaweed. Their eyes are red and piscine, with deep black pupils that show no sign of life. Sea hags often disguise themselves with illusions to appear as ugly creatures of their general size and humanoid shape, but their true form is revealed by physical inspection or magic.

Sea hags hate beauty, attempting to destroy it wherever it is encountered. They dwell in dark and dismal places near the coast or underwater, such as caves, shipwrecks, coral reefs, or sunken ruins. They are solitary and territorial creatures, who rarely tolerate the presence of other sea hags or creatures in their domain. They are driven by a twisted sense of envy and hatred towards anything that is beautiful or good, and seek to destroy or corrupt it. Sea hags collect the remains of their victims as trophies or ingredients for their foul rituals. They sometimes bargain with other creatures for information or favors, but they always demand a high price or a cruel twist.

COMBAT

Sea hags are cunning and cruel foes, who prefer to ambush their victims or lure them into traps. They use their horrific appearance to frighten their enemies, causing them to drop to the ground in terror or flee in panic. Sea hags can also unleash a deadly glare that can kill a frightened creature instantly. Sea hags are adept at swimming and breathing underwater, giving them an advantage in aquatic environments. They often fight with their claws, which can inflict painful wounds. Sea hags sometimes form covens with other hags, gaining access to more powerful magic and abilities.

Sea hags can change appearance at will, and often use this ability to draw their victims within 30 feet before revealing themselves. The true appearance of a sea hag is so ghastly that anyone viewing one of these hags grows weak from fright unless they succeed on a DC 10 strength saving throw. Beings that fail their saving throw lose half of their strength for 1d6 turns. Worse still, sea hags can cast a deadly glance up to three times a day. This look affects one creature of the sea hag’s choosing within 30 feet. To negate the effects of this glance, the victim must succeed on a DC 10 constitution saving throw. If the saving throw is failed, the victim either dies immediately from fright (25% chance) or falls stricken and is paralyzed for three days (75% chance). Few who survive the glance live to tell of it, for sea hags quickly devour their helpless victims.

Sea hags always use their deadly glance as their primary form of attack; they will melee, but only if they have the advantage of numbers.

HABITAT / SOCIETY

Sea hags inhabit thickly vegetated shallows in warm seas and, very rarely, overgrown lakes. They are unnatural beings that have a negative impact on the natural balance of life. They prey on any living creature that crosses their path, especially humanoids and aquatic animals. They have no regard for the environment or the resources they consume, leaving behind a trail of death and decay. They are enemies of most other aquatic races, such as merfolk, sahuagin, tritons, or locathahs, who often clash with them over territory or resources. Sea hags have few allies, except for other evil fey or creatures that share their malice.

ECOLOGY

Sea hags are not part of the natural order of things; they are aberrations that exist only to spread misery and destruction. They have no need for food or water; they feed on fear and pain. They do not reproduce in any normal way; they create new sea hags by transforming other female creatures into their own kind through dark magic. They do not age or die of natural causes; they can only be killed by violence or powerful magic. They have no souls or emotions; they are empty shells filled with hate.

Sea Hag is employed as material component to empower the following spells: