Size:
± Medium
Type:
± Monstrous Humanoid
Form:
Temper:
# App:
± 1
Lair:
Diet:
Combat Dice:
± 0
Hit Points:
± 0
Attack Rank:
± 0
Passive Defense:
± 0
Active Defense:
Damage Reduction:
± 0
Role:
Ground:
± 30'
Climb/Arboreal:
Flight:
± 50 ft.; 60 ft. (good)
Swim:
± 40'
Benthic:
Burrow:
Ethereal:
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: Basic Fantasy
Offense
1 bite (1d4) + paralysis (1 per day)
Circumstance: Combat
1 bite (1d4) + paralysis (1 per day)
Special
Horrific Appearance
The sight of a sea hag is so revolting that anyone who sets eyes upon one must succeed on a save vs. Spells or instantly be weakened, reducing their Strength by 2d6 points for 1d6 turns. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to 0 falls to the ground helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again for 24 hours.
Special
Supernatural Strength
A sea hag will attack with two daggers in melee combat. It gains +4 to damage due to its supernatural strength.
Special
Evil Gaze
Three times per day, a sea hag can focus its evil gaze upon any single creature within 10 feet. The target must save vs. Paralysis or be paralyzed for three days (75%) or die (25%). Remove curse or dispel evil can restore sanity sooner. Creatures with immunity to fear effects are not affected.
Environments
aquatic-salt
A horrible creature that appears as an old crone whose bent shape belies her power and swiftness
A Sea Hag is a horrible creature with an equally hideous appearance. The sea hag is found in the water of seas or overgrown lakes, and appears as an old crone whose bent shape belies her power and swiftness.
A sea hag is not subtle and prefers a direct approach to combat. It usually remains in hiding until it can affect as many foes as possible with its horrific appearance.
Basic Fantasy Field Guide Omnibus
Actions/Abilities/Traits: Basic Fantasy
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: BECMI
Action
1 dagger/1 touch + gaze
1-6/1 Energy Drain + Special
Actions/Abilities/Traits: BECMI
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSE
Environments
aquatic-salt
Actions/Abilities/Traits: OSE
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: OSRIC
Environments
Frequency:
Rare
aquatic-salt
Offense
2 claws or 1 weapon Attacks
Circumstance: Combat
1d3+3/1d3+3 or by weapon +3
Offense
Special Attacks
Circumstance: Combat
See Below
Defense
Special Defenses
Circumstance: Combat
See Below
Resistance
Magic Resistance
Circumstance: innate
50%
Treasure
Treasure: 1d10×1,000 cp (25%), 1d8×1,000 sp (25%), 1d6×1,000 gp (25%), 1d6 gems (25%), 1d3 jewellery (25%) and any two magic items (10%)
Special
Change Self
Can use change self at will with unlimited duration to deceive the unwary.
Special
Horrifying Appearance
When true appearance is revealed, anyone within thirty feet must save vs spells or lose half their strength score for 1d6 turns.
Special
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.
Special
Combat Bonuses
+3 to hit and +3 to damage with all attacks.
Special
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.
A horrible creature that appears as an old crone whose bent shape belies her power and swiftness
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 t
OSRIC
Actions/Abilities/Traits: OSRIC
Actions/Abilities/Traits: Pathfinder 2e
Actions/Abilities/Traits: Pathfinder 2e
Ability
+1 status to all saves vs. magic
Ability
Coven
A sea hag adds acid arrow, mariner's curse, and water walk to her Coven's spells.
Ability
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.
Ability
Sea Hag's Bargain
(necromancy, occult) 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.
Offense
Melee
Circumstance: combat round (melee)
claw +12 [+8/+4] (agile, magical), Damage 1d10+4 slashing
Trait
Amphibious
An amphibious creature can breathe in water and in air, even outside of its preferred environment, usually indefinitely but at least for hours. These creatures often have a swim Speed. Their bludgeoning and slashing unarmed Strikes don't take the usual -2 penalty for being underwater.
Trait
Hag
These creatures are malevolent spellcasters who form covens.
Trait
Humanoid
Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.
Language
Aklo
Common
Jotun
Perception
darkvision
Weakness
cold iron 3
Actions/Abilities/Traits: Pathfinder 2e
A horrible creature that appears as an old crone whose bent shape belies her power and swiftness
A Sea Hag is a horrible creature with an equally hideous appearance. The sea hag is found in the water of seas or overgrown lakes, and appears as an old crone whose bent shape belies her power and swiftness.
A sea hag is not subtle and prefers a direct approach to combat. It usually remains in hiding until it can affect as many foes as possible with its horrific appearance.
Basic Fantasy Field Guide Omnibus
A horrible creature that appears as an old crone whose bent shape belies her power and swiftness
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 t
OSRIC