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Sea Hag, “The Drowned Crone: Mistress of the Tides”

Sea Hag 2
Create

Sea Hags are the very embodiment of decay and malevolence. In their natural state, they appear as ancient, decrepit witches with sallow, mottled skin that seems to have been weathered by centuries of salt and storm. Their tangled hair, resembling clumps of seaweed, cascades in wild, unkempt strands around their gaunt faces. Deep-set, piercing eyes gleam with malice, and their twisted, almost skeletal features reveal a visage that is as horrifying as it is otherworldly. Yet, when they choose to deceive, they can temporarily shapeshift into an alluring form—masking their true nature with a veneer of deceptive beauty before their true, ghastly form reasserts itself.

Behavior:
In the realm of folklore, Sea Hags are cunning predators who revel in the art of deception. They are patient, lurking in the gloom of coastal mists, and display a duplicitous nature that allows them to switch between beguiling charm and unbridled savagery in an instant. They often engage in psychological warfare—playing on the fears and desires of unsuspecting sailors—by offering seductive illusions or false promises of sanctuary. Their unpredictable temperament can shift suddenly from eerie calm to violent, stormy outbursts, making every encounter with them a perilous gamble.

Habitat:
Preferring the fringes of the known world, Sea Hags haunt the shadowy intersections of land and sea. Their lairs are typically hidden within fog-laden coastal cliffs, dark sea caves, and murky swamps that lie adjacent to tempestuous waters. These desolate locales, often marked by the remnants of shipwrecks and ancient maritime ruins, provide the perfect backdrop for their sinister activities. The isolation of these habitats not only shields them from prying eyes but also imbues their surroundings with an almost palpable sense of dread.

Modus Operandi:
Master manipulators of both magic and illusion, Sea Hags employ a blend of dark sorcery and natural cunning to ensnare their victims. They often begin by assuming an enticing human form to lure sailors or coastal dwellers into their clutches. Once trust is gained, they unleash their corruptive power—casting curses, conjuring violent storms, and warping the very fabric of reality around their prey. Their assaults are both subtle and overwhelming, using psychological torment and sudden, brutal displays of power to leave their victims disoriented and defenseless, ensuring that escape is nearly impossible.

Motivation:
At the heart of a Sea Hag’s dark existence lies an insatiable hunger for chaos and retribution. Their malevolence seems to be driven by ancient resentments, a lingering bitterness perhaps born from curses or past transgressions. They exist solely to upset the natural order—feeding on the fear, despair, and suffering of those they ensnare. This unyielding drive to spread terror not only sustains their dark magic but also reinforces their role as agents of chaos along the perilous boundaries of the sea.

In essence, Sea Hags are mythic harbingers of dread—a grotesque fusion of deception, raw supernatural power, and ancient vendetta—whose presence serves as a stark reminder of the dark, untamed forces that lurk just beyond the edge of the familiar world.


  • Sea Hag 5e
  • Sea Hag 3.5
Sea Hag 1
Create

Medium fey, chaotic evil


Armor Class: 15 (Natural Armor)
Hit Points: 85 (10d8 + 40)
Speed: 30 ft., Swim 40 ft.


Ability Scores:

STRDEXCONINTWISCHA
18 (+4)14 (+2)18 (+4)12 (+1)14 (+2)16 (+3)

Saving Throws: Dex +4, Con +6
Skills: Perception +4, Stealth +4
Senses: Darkvision 60 ft., Passive Perception 14
Languages: Common, Sylvan
Challenge: 5 (1,800 XP)


Traits:

  • Amphibious:
    The sea hag can breathe both air and water.
  • Illusory Appearance:
    The sea hag magically disguises her true, repulsive form to appear as a striking, beautiful woman. However, subtle hints—distorted eyes, a warped voice, and fleeting glimpses of her monstrous nature—betray her. This illusion lasts until she dismisses it (as an action) or is struck by an attack.
  • Horrid Visage:
    Any creature that starts its turn within 10 feet of the sea hag must succeed on a DC 13 Wisdom saving throw or be frightened until the start of its next turn.
  • Innate Spellcasting:
    The sea hag’s innate spellcasting ability is Charisma (spell save DC 13). She can cast the following spells without material components:
    • At will: Minor Illusion, Disguise Self
    • 3/day each: Charm Person, Ray of Frost
    • 1/day: Fog Cloud, Witch Bolt

Actions:

  • Multiattack:
    The sea hag makes two attacks—one with her claw and one with her bite.
  • Claw:
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 12 (2d6 + 4) slashing damage plus 7 (2d6) necrotic damage.
  • Bite:
    Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
    Hit: 10 (1d8 + 4) piercing damage plus 4 (1d4) acid damage.

Unique Actions:

  • Sea’s Fury (Recharge 5–6):
    The sea hag calls upon the violent power of the ocean. Every creature within 20 feet must succeed on a DC 13 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be knocked prone; a successful save halves the damage and prevents being knocked prone. Additionally, the area becomes difficult terrain as swirling, churning water roils for 1 minute.
  • Hag’s Gaze (1 Action):
    The sea hag fixes her baleful stare in a 30‑foot cone. Each creature in that area must succeed on a DC 13 Wisdom saving throw or be frightened until the end of her next turn. If a creature fails by 5 or more, it is also stunned until the end of her next turn.

Tactics:

  • Deceptive Ambush:
    Utilizing Illusory Appearance, the sea hag blends into coastal communities or shipwreck survivors, striking when her victims are most vulnerable.
  • Amphibious Assault:
    Exploiting her ability to move seamlessly between water and land, she launches surprise attacks—emerging from fog and crashing waves before vanishing back into the depths.
  • Control & Chaos:
    With Hag’s Gaze, Sea’s Fury, and her innate spells, she disrupts enemy formations and sows terror. Her Horrid Visage further weakens foes over time, ensuring that those who approach are both physically and psychologically overwhelmed.
  • Hit-and-Run Tactics:
    Capitalizing on her mobility, she targets isolated opponents and retreats into the stormy environment, using the tumult of the coastal tempest as both cover and weapon.

Lore:
Whispered about in sailor’s tales and coastal legends, the definitive sea hag is the cursed embodiment of ancient maritime horror. Her grotesque, weather-beaten visage and malevolent magic belie a former beauty now twisted by centuries of dark enchantments. Residing in fog-shrouded inlets and beneath tumultuous waves, she is said to summon violent storms and spread despair wherever she roams—an omen of ruin for those who dare set sail near her haunted domain.

Sea Hag 3
Create

Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.

Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds.

Sea hags prefer to dwell relatively close to shore where fishermen and trading vessels are more commonly encountered. Most choose to live far from urban areas so that their acts don’t draw as much attention from would-be enemies, but it’s not uncommon for a particularly brave or eager sea hag to settle in a city harbor or in the mouth of a deep river.

Sea hags form covens similar to other hags, but their aquatic nature generally keeps them from forming mixed covens. In the case of a shoreline-dwelling green hag (often a green hag who dwells in a saltmarsh or other coastal swampland), a coven often consists of two sea hags who look to the green hag as their mother and leader. More commonly, a sea hag coven consists of a group of particularly friendly and sisterly sea hags.


Sea hag
Medium monstrous
humanoid
(Aquatic)
Hit Dice3d8+6 (19 hp)
Initiative+1
Speed30 ft. (6 squares), Swim 40 ft.
Armor
Class
14 (+1 Dexterity, +3 natural), touch 11, flat-footed 13
Base Attack/Grapple+3/+7
AttackClaw +7 melee (1d4+4)
Full Attack2 claws +7 melee (1d4+4)
Space/Reach5 ft./5 ft.
Special
Attacks
Horrific appearance, evil eye
Special QualitiesAmphibious, Spell Resistance 14
SavesFort +2, Ref +4, Will +4
AbilitiesStrength 19, Dexterity 12, Constitution 12, Intelligence 10, Wisdom 13, Charisma 14
SkillsCraft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12
FeatsAlertness, Toughness
EnvironmentTemperate aquatic
OrganizationSolitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)
Challenge
Rating
4
TreasureStandard
AlignmentUsually chaotic evil
AdvancementBy character class
Level
Adjustment

Combat

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.

See Also Hag, Annis, Hag Covey; Hag Green

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