3e SRD:Hag, Sea

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Sea Hag

Size/Type: Large Monstrous Humanoid (Aquatic)
Hit Dice: 3d8+3 (16 hp)
Initiative: +1 (Dex)
Speed: 30 ft., swim 40 ft.
AC: 13 (-1 size, +1 Dex, +3 natural)
Attacks: 2 claws +6 melee
Damage: Claw 1d4+4
Face/Reach: 5 ft. by 5 ft./10 ft.
Special Attacks: Horrific appearance, evil eye
Special Qualities: SR 14, water breathing
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 10
Skills: Craft or Knowledge (any one) +4, Hide +3, Listen +9, Spot +9
Feats: Alertness
Climate/Terrain: Any aquatic
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Challenge Rating: 4 or 12 (covey)
Treasure: Standard
Alignment: Always chaotic evil
Advancement: By character class

Hags speak Giant and Common.

Combat

Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone who sets eyes upon one must succeed at a Fortitude save (DC 11) or instantly be weakened, taking 2d8 points of temporary Strength damage. This cannot reduce a victim to a negative Strength score, but anyone reduced to Strength 0 is helpless. Creatures who successfully save cannot be affected again by the same hag’s horrific appearance for one day.

Evil Eye (Su): Three times per day a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed at a Fortitude save (DC 11). Creatures who fail have a 25% chance of dying instantly from fright; even if they survive, they fall into a whimpering catatonia for three days, although remove curse or dispel evil can restore sanity sooner.

Water Breathing (Ex): Sea hags can breathe underwater indefinitely and can freely use their abilities while submerged.

Hag Covey

A covey of hags is 80% likely to be guarded by 1d8 ogres and 1d4 evil giants who do their bidding. These are often polymorphed into less hostile forms and sent forth as spies. Such minions often (60%) carry magic stones known as hag eyes (see below).

Spell-Like Abilities: 3/day- animate dead, bestow curse, control weather, dream, forcecage, mind blank, mirage arcana, polymorph other, veil, and vision. These abilities are as the spells cast by a 9th-level sorcerer (save DC 13 + spell level). To use one of these abilities, all three hags must be within 10 feet of one another. This is a full-round action.

Once per month, a covey that does not have a hag eye can create one from a gem worth at least 20 gp (see below).

Hag Eye

Any of the three hags who created the hag eye can see through it whenever they wish, so long as it is on the same plane as the hag. Destroying a hag eye deals 1d10 points of damage to each member of the covey and blinds the one who sustained the greatest damage for 24 hours.



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