Name | Sea Hag |
---|---|
Sorted Name | Sea Hag |
Family | Hag |
Size and Type | Medium Monstrous Humanoid (Aquatic) |
Hit Dice Count | 3 |
Hit Dice | 3d8+6 (19 hp) |
Random Hit Points | 3d8+6 - 3 |
Initiative | +1 |
Speed | 30 ft. (6 squares), swim 40 ft. |
Armor Class | 14 (+1 Dex, +3 natural), touch 11, flat-footed 13 |
Base Attack/Grapple | +3/+7 |
Attack | Claw +7 melee (1d4+4) |
Full Attack | 2 claws +7 melee (1d4+4) |
Space/Reach | 5 ft./5 ft. |
Special Attacks | Horrific appearance, evil eye |
Special Qualities | Amphibious, spell resistance 14 |
Saves | Fort +2, Ref +4, Will +4 |
Abilities | Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14 |
Skills | Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12 |
Feats | Alertness, Toughness |
Environment | Temperate aquatic |
Challenge Rating | 4 |
Organization | Solitary or covey (3 hags of any kind plus 1-8 ogres and 1-4 evil giants) |
Treasure | Standard |
Alignment | Usually chaotic evil |
Advancement | By character class |
Level Adjustment | - |
Version | SRD |
Sources | System Reference Document |
Stat_Block | Sea hag; CR 4; Medium monstrous humanoid (aquatic); HD 3d8+6; hp 19; Init +1; Spd 30 ft. (6 squares), swim 40 ft.; AC 14 (+1 dex, +3 natural), touch 11, flat-footed 13; Base Atk +3; Grp +7; Atk +7 melee (1d4+4, claw); Full Atk +7 melee (1d4+4, 2 claws); Space/Reach 5 ft./5 ft.; SA Horrific appearance, evil eye; SQ Amphibious, spell resistance 14; AL CE; SV Fort +2, Ref +4, Will +4; Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14 Skills and Feats: Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, Swim +12; Alertness, Toughness |
Sea Hag
The sea hag is found in the water of seas or overgrown lakes. A sea hag is about the same height and weight as a female human. CombatSea hags are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance. Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 13 Fortitude save or instantly be weakened, taking 2d6 points of Strength damage. This damage cannot reduce a victim's Strength score below 0, but anyone reduced to Strength 0 is helpless. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same hag's horrific appearance for 24 hours. The save DC is Charisma-based. 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 on a DC 13 Will save or be dazed for three days, although remove curse or dispel evil can restore sanity sooner. In addition, an affected creature must succeed on a DC 13 Fortitude save or die from fright. Creatures with immunity to fear effects are not affected by the sea hag's evil eye. The save DCs are Charisma-based. Amphibious (Ex): Although sea hags are aquatic, they can survive indefinitely on land. Skills: A sea hag has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. |
Source Copyright: System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
The Open content displayed above has been reproduced with permission from the copyright holder.
Attacks: Claw +7 melee (1d4+4), or 2 claws +7 melee (1d4+4)
feats: ALERTNESS, TOUGHNESS, ,