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Sea Hag

Wretched creatures given to committing dreadful acts of evil, appearing as decrepit old women

aquatic hag chaotic

OSRIC

OSRIC

Armor Class7
Hit Dice3
Attacks2 claws or 1 weapon
Damage1d3+3/1d3+3 or by weapon +3
Move90-ft; 150-ft swimming
AlignmentChaotic evil
IntelligenceAverage
XP5/410 +2/hp
SizeMedium
FrequencyRare
Lair50%

Sea hags are wretched creatures given to committing dreadful acts of evil. They typically make their lairs beneath the ocean depths, but they are occasionally found in large lakes or other significant bodies of water. Their true form is that of a decrepit old woman, ravaged by time and repellent beyond reason, but they generally use their magic to assume a much more pleasant visage. They have sharp claws and teeth, as well as an insatiable appetite for flesh. Most sea hags are thought to be capable of speaking a number of languages.

The appearance of a sea hag belies their true abilities, for they are all supernaturally swift and strong, but more potent are their magical abilities. They take particular delight in their ability to use change self to deceive the unwary, either luring them to an unpleasant and immediate death or as part of a more subtle scheme; they can use this power at will and the duration is unlimited. Should a sea hag’s true appearance ever be revealed, then the horror causes anyone within thirty feet to be subject to a saving throw versus spells to avoid losing half their strength score for 1d6 turns. Furthermore, a sea hag can employ an evil gaze up to three times per day that subjects one creature within thirty feet to a saving throw vs poison; failure results in immediate collapse and paralysis for three days, though for 1 in 4 victims the effect is stronger and causes instant death. If physical combat becomes unavoidable, sea hags will attack with a weapon or their sharp claws; regardless, they have +3 “to hit” and +3 to damage. Sea hags are immune to charm, fear, sleep and fire- or cold-based spells and immune to weapons that are not forged of cold iron, silver or else enchanted with at least a +1 bonus.

Special Abilities

Change Self: Can use change self at will with unlimited duration to deceive the unwary.
Horrifying Appearance: When true appearance is revealed, anyone within thirty feet must save vs spells or lose half their strength score for 1d6 turns.
Evil Gaze: Up to three times per day, one creature within thirty feet must save vs poison or suffer immediate collapse and paralysis for three days. For 1 in 4 victims, the effect causes instant death.
Combat Bonuses: +3 to hit and +3 to damage with all attacks.
Immunities: Immune to charm, fear, sleep and fire- or cold-based spells. Immune to weapons that are not forged of cold iron, silver or enchanted with at least a +1 bonus.