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.
|Medium monstrous |
|Hit Dice||3d8+6 (19 hp)|
|Speed||30 ft. (6 squares), Swim 40 ft.|
|14 (+1 Dexterity, +3 natural), touch 11, flat-footed 13|
|Attack||Claw +7 melee (1d4+4)|
|Full Attack||2 claws +7 melee (1d4+4)|
|Space/Reach||5 ft./5 ft.|
|Horrific appearance, evil eye|
|Special Qualities||Amphibious, Spell Resistance 14|
|Saves||Fort +2, Ref +4, Will +4|
|Abilities||Strength 19, Dexterity 12, Constitution 12, Intelligence 10, Wisdom 13, Charisma 14|
|Skills||Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12|
|Organization||Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants)|
|Alignment||Usually chaotic evil|
|Advancement||By character class|
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