Kryx RPGThemesMonsters

Sea Hag

Medium fey
Challenge
2 (450 XP)

STR
3
DEX
1
CON
3
INT
1
WIS
1
CHA
1

52
7d8+21
14
Soak
1
Fort
+3
Ref
+2
Will
+1
Defense note natural armor

Speed 9 m., swim 12 m.
Senses darkvision 18 m.
Languages Aquan, Common, Jotun

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 take 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 18 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 take any action other than performing the ritual, they must start over.

Horrific Appearance. Any humanoid that starts its turn within 9 meters of the hag and can see the hag’s true form must make a DC 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 9 meters of one another, they share 24 mana among themselves and can each cast the following spells:

1 mana: bane, detect magic, locate, ray of sickness

2 mana: bestow curse, counterspell, lightning bolt, phantasmal killer

3 mana: hold creature

4 mana: commune with nature, contact other plane, eyebite, polymorph

6 mana: ancient curse

For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence, and the spell attack bonus is 4 + the hag’s Intelligence.

Hags bend their magic for a directed purpose, focusing on a theme. Choose one of the following themes. The coven knows the spells from that theme in addition to the spells listed above.

Death Coven:

Cantrips (at will): chill touch, life siphon, reanimating word, toll the dead

1 mana: absorb spirit, false life, inflict wounds, life drain, life transference, ray of enfeeblement

2 mana: animate dead, circle of death, consumptive field, control undead, finger of death, gentle repose, giant crawling claw, share pain, speak with dead

3 mana: death clutch, death ward

4 mana: defer death, grasping hands

Nature Coven:

Cantrips (at will): druidcraft, thorn bola, thorn whip

1 mana: animate plants, barkskin, goodberry, locate plants, regrowth

2 mana: beanstalk, ensnare, hail of thorns, plant growth, protection from poison, speak with plants, tree shape

3 mana: awaken plant, entangle, spike growth, wall of thorns, wrath of nature

4 mana: oak body, tree stride

Prophecy Coven:

Cantrips (at will): cloud senses, luck, true strike

1 mana: foretold, precognition

2 mana: augury, bend luck, clairvoyance, danger sense, fortunes of fate, gaze of two minds, seeing

3 mana: fate link, ghostly gaze, past impressions, seeing eye

4 mana: find the path, legend lore

Spellcasting. The sea hag is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 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, and knows the following spells:

Cantrips (at will): hydraulic push, shape water

1 mana: animate water, create/destroy/purify water, desiccate, ebb and flow, fog cloud, locate water, slick skin, tidal breaker, tidal surge, tidal wave, water jet, water whip, wave shield

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 1.5 m. Hit: 10 (2d6 + 3) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 9 meters of her. If the target can see the hag, it must succeed on a DC 11 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 takes a bonus action to end it or if she dies.

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 take an action to visually inspect the illusion and succeed on a DC 16 Perception check to discern that the hag is disguised.

Coastal, Underwatersrd