Sea HagMedium fey
Amphibious. The hag can breathe air and water.
Hag Coven. When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Hag Eye (Coven only). A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can use an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has 10 Defense, 1 health, and darkvision with a radius of 10 meters. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can’t perform it while blinded. During the ritual, if the hags use any action other than performing the ritual, they must start over.
Horrific Appearance. Any humanoid that starts its turn within 5 meters of the hag and can see the hag’s true form must make a Difficulty 11 Will saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the hag’s Horrific Appearance for the next 24 hours.
Unless the target is surprised or the revelation of the hag’s true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.
Shared Spellcasting (Coven only). While all three members of a hag coven are within 5 meters of one another, they share 20 mana among themselves and can each cast the following spells:
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save Difficulty is 14 + the hag’s Intelligence, and the spell attack bonus is 5 + the hag’s Intelligence.
Hags bend their magic for a directed purpose, focusing on a theme. Choose the Blood, Death, Deceit, Divination, Fate, Fear, Life, Madness, Plants, Poison, or Shadow theme. The coven knows most of the spells from that theme in addition to the spells listed above.
Spellcasting. The sea hag uses Occult (Cha) to cast spells (spell save Difficulty 11, +3 to hit with spell attacks). It has 5 mana, a mana limit of 1, regains all expended mana when it finishes a long rest and regains half its total mana (rounded up) when it finishes a short rest. It knows the following spells:
Claws. Melee Weapon Attack: +5 to hit, reach 1 m. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. The hag targets one frightened creature she can see within 5 meters of her. If the target can see the hag, it must succeed on a Difficulty 13 Will saving throw against this magic or drop to 0 health.
Illusory Appearance. The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag dies or ends it on her turn (no action required).
The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must use an action to visually inspect the illusion and succeed on a Difficulty 11 Perception check to discern that the hag is disguised.
No concoctions, maneuvers, or spells
All creatures in this system should have maneuvers or spells. You should add some maneuvers or spells to this creature. If you do so, please make a suggestion on github so I can finish adding maneuvers and spells to all creatures via https://github.com/mlenser/kryx-rpg-issues/issues/9.