Hag, Sea
Medium Monstrous Humanoid (Aquatic) — CR 4
- Hit Dice
- 3d8+6 (19 hp)
- Initiative
- +1
- Speed
- Land 30 ft
- Armor Class
- 14, touch 11, flat-footed 13
- Base Attack / Grapple
- +3/+7
- Attack
- Claw +7 melee (1d4+4)
- Full Attack
- 2 claws +7 melee (1d4+4)
- STR
- 19
- DEX
- 12
- CON
- 12
- INT
- 10
- WIS
- 13
- CHA
- 14
- Fort / Ref / Will
- +2 / +4 / +4
- Challenge Rating
- 4
- Alignment
- Usually Chaotic-Evil
- Organization
- Solitary or covey (3 hags of any kind plus 1–8 ogres and 1–4 evil giants)
- Treasure
- Standard
- Environment
- Aquatic
- Level Adjustment
- —
- Spell Resistance
- 14
Special Abilities
Feats
This creature looks like an old female human. Its flesh is sickly and yellow, covered with warts and oozing sores. Its long, filthy hair resembles rotting seaweed.
Description
Hags are horrible creatures whose love of evil is equaled only by their ugliness.
Although they often plot and scheme for power or some malevolent end, hags also appear to do evil for its own sake. They may use their dark magic and knowledge of fell things to serve a more powerful evil being, but they are seldom faithful. They may turn on their master if they see a chance to seize power for themselves.
Although different hags are unique in appearance and mannerism, they have many aspects in common. All take the form of crones whose bent shapes belie their fierce power and swiftness. Despite faces cracked by wrinkles and heavy with cruelty, their eyes shine with villainy and cunning. Their long nails have the strength of steel and are as keen as any knife.
Hags speak Giant and Common.
Perhaps the most wretched of hags, the sea hag is found in the water of seas or overgrown lakes.
A sea hag is about the same height and weight as a female human.
Combat
Hags are tremendously strong. They are naturally resistant to spells and can cast magic of their own. Hags often gather to form coveys. A covey, usually containing one hag of each type, can use powers beyond those of the individual members.
Sea hags are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance.
Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim’s Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag’s horrific appearance for 24 hours. The save DC is Charisma-based.
Evil Eye (Su): Three times per day, a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag’s evil eye. The save DCs are Charisma-based.
Amphibious (Ex): Although sea hags are aquatic, they can survive indefinitely on land.
Skills: A sea hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.