Sea Hag

Medium Fey, Chaotic Evil

AC 14     Initiative +1 (11)
HP 52 (7d8 + 21)
Speed 30 ft., Swim 40 ft.

Ability Scores
STR 16 (+3) Save +3    DEX 13 (+1) Save +1    CON 16 (+3) Save +3
INT 12 (+1) Save +1    WIS 12 (+1) Save +1    CHA 13 (+1) Save +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 the following spells once per long rest, no material components, using Intelligence (DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant.
  • Vile Appearance. Any Beast or Humanoid that starts its turn within 30 ft. of the hag and can see her true form must succeed on a DC 11 Wisdom save or be Frightened until the start of its next turn. On a success, the creature is immune to this effect for 24 hours.

Actions

  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft.
    Hit: 10 (2d6 + 3) slashing damage.
  • Death Glare (Recharge 5–6). One Frightened creature within 30 ft. the hag can see must make a DC 11 Wisdom save.
    Failure: If the target has 20 HP or fewer, it drops to 0 HP. Otherwise, it takes 13 (3d8) psychic damage.
  • Illusory Appearance. The hag casts Disguise Self, using Constitution (spell save DC 13). The spell lasts 24 hours.
DoggertQBones
DoggertQBones

DoggertQBones is an avid player of games, predominately D&D! Previously a highly published author for another popular Wizards of the Coast game, Magic: the Gathering, he's been playing D&D since childhood as both player and DM!

Articles: 1114