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Sea Hag

Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form.

Sea hags can join covens, but their aquatic nature often prevents them from joining mixed covens with other kinds of hags.

Recall Knowledge (Society): DC 18

Sea HagCreature 3

CEMediumAmphibiousHagHumanoid
Source Bestiary pg. 200
Perception +10; darkvision
Languages Aklo, Common, Jotun
Skills Acrobatics +8, Athletics +11, Deception +10, Occultism +8, Stealth +8
Str +4, Dex +3, Con +4, Int +1, Wis +3, Cha +3
Coven A sea hag adds acid arrow, mariner’s curse, and water walk to her coven’s spells.
Sea Hag’s Bargain (necromancy, occult) The sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return.
AC 19, Fort +11, Ref +8, Will +10; +1 status to all saves vs. magic
HP 45; Weaknesses cold iron 3
Speed 25 feet, swim 35 feet
Melee Single ActionSingle Action claw +12 (agile, magical), Damage 1d10+4 slashingDread Gaze Two ActionsTwo Actions (curse, emotion, fear, mental, occult) The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag.
Critical Success No effect.
Success Frightened 1.
Failure Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.
Critical Failure Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies.

All Monsters in "Hag"

NameLevel
Annis Hag6
Green Hag4
Night Hag9
Sea Hag3

Hag

Source Bestiary pg. 200
Malevolent crones who lurk at the edges of civilization, hags use their deceptive, magical abilities to prey upon humanoids, manipulating and corrupting them. Some say hags arose from fey that became twisted by their inner selfishness. Hags gather together in covens for greater power, craft unique magical items known as hag eyes, and are known to replace infant humanoids with their own offspring—these children are changelings who have the potential to become hags themselves.

Hag Covens

Hags are dangerous enough on their own, but when they gather in threes to form covens, they grow much more powerful.

Haters of Humanity

Hags loathe all humanoid races, but not equally—the brunt of their wrath is leveled against humans. Hags prey on human society the most, adding human flesh to their cauldron and snatching newborn children before replacing the babes with their own progeny as <&MONSTERS%79%%>changelings.

Other Hags

The four types of hags presented here are but the most notorious of their kind. Others—such as the blood hag, moon hag, storm hag, and winter hag—plague society in other regions of the world.

The Nature of Hags

Some believe that hags possess no true form or body of their own, but instead manifest from society’s fear of aging. That no known male hags exist has also puzzled scholars, but perhaps this is but another way in which hags mock society—by presenting themselves as awful stereotypes of elderly women.