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Pathfinder Second Edition

Compendium

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Sea Hag

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Sea hags kill and eat fishers and sailors who come near their lairs, torment coastal dwellers with dark promises and vague threats, and enjoy the act of causing distress and discord in small towns. They generally avoid making their lairs too close to civilization, however, to avoid drawing enemies to their homes. Sea hags are known for tempting desperate victims into tragic and inescapable bargains, deals which the hag has already secretly stacked in her favor. Despite their voracious appetites, sea hags appear hideously emaciated, and unlike more powerful hags, they lack the ability to magically disguise their form.

Sea hags can join covens, but their Aquatic Nature often prevents them from joining mixed covens with other kinds of hags.

Attributes

Sea Hag

Creature 3

CEMediumAmphibious, Hag, Humanoid
  • Perception10; darkvision
  • LanguagesAklo, Common, Jotun
  • Skills acrobatics 8 athletics 11 deception 10 occultism 8 stealth 8
  • Str4Dex3Con4Int 1Wis3Cha3
  • AC 19 Fort11Ref8Will10 (+1 status to all saves vs. magic)
  • HP 45 Weaknessescold iron 3
  • Coven A sea hag adds acid arrow, mariner's cruse, and water walk to her coven's spells. This monster can form a coven with two or more other creatures who also have the coven ability. This involves performing an 8-hour ceremony with all prospective coven members. After the coven is formed, each of its members gains elite adjustments, adjusting their levels accordingly. Coven members can sense other members’ locations and conditions by spending a single action, which has the concentrate trait, and can sense what another coven member is sensing as a two-action activity, which has the concentrate trait as well. Covens also grant spells and rituals to their members, but these can be cast only in cooperation between three coven members who are all within 30 feet of one another. A coven member can contribute to a coven spell with a single-action spellcasting activity that has a single verbal component. If two coven members have contributed these actions within the last round, a third member can cast a coven spell on her turn by spending the normal spellcasting actions. A coven can cast its coven spells an unlimited number of times but can cast only one coven spell each round. All covens grant the 8th-level baleful polymorph spell and all the following spells, which the coven can cast at any level up to 5th: augury, charm, clairaudience, clairvoyance, dream message, illusory disguise, illusory scene, prying eye, and talking corpse. Individual creatures with the coven ability also grant additional spells to any coven they join. A coven can also cast the control weather ritual, with a DC of 23 instead of the standard DC. If a coven member leaving the coven or the death of a coven member brings the coven below three members, the remaining members keep their elite adjustments for 24 hours, but without enough members to contribute the necessary actions, they can’t cast coven spells.
  • Sea Hag's Bargain The sea hag can make a bargain with a willing creature, who must be of sound mind. The creature gives away a special or cherished quality—such as its courage, its beauty, or its voice—in exchange for a boon or a promise from the sea hag. As long as the sea hag keeps her end of the bargain, the only way to restore the lost quality is to defeat the sea hag or make another bargain for its return.
  • Speed25 feet, swim 35 feet
  • Melee claw 12 (agile, magical) Damage1d10+4 slashing
  • Dread Gaze (curse, emotion, fear, mental, occult) The hag gazes upon a creature, afflicting it with intense distress and a gnawing sense of impending doom, with a result depending on its Will save (DC 20). The target does not need to be able to see the sea hag. Critical Success: No effect. Success: Frightened 1. Failure: Frightened 1 and slowed 1 for 1 round. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies. Critical Failure: Frightened 2 and slowed 1 for 1 minute. If the target was dying, it remains unconscious for 1 day. At the end of the day, it must attempt a Fortitude save against the same DC; if it fails, it dies