Sea Hag (CR 4)
Medium Monstrous Humanoid (Aquatic)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: Listen +6 and Spot +6
AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 3d8+3 (16 hp)
Fort +2, Ref +4, Will +4
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d4+4
Special Attacks: Horrific appearance, evil eye
Abilities: Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14
Special Qualities: Amphibious, SR 14
Feats: Alertness; Toughness
Skills: Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, and Swim +12
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Treasure/Possessions: Standard
Source:
Monster Manual
Hags are horrible creatures whose love of evil is equaled only by their ugliness.
Although they often plot and scheme for power or some malevolent end, hags also appear to do evil for its own sake. They may use their dark magic and knowledge of fell things to serve a more powerful evil being, but they are seldom faithful. They may turn on their master if they see a chance to seize power for themselves.
Although different hags are unique in appearance and mannerism, they have many things in common. All take the form of crones whose bent shapes belie their fierce power and swiftness. Despite faces cracked by wrinkles and heavy with cruelty, their eyes shine with villainy and cunning. Their long nails have the strength of steel and are as keen as any knife.
Hags speak Giant and Common.
Perhaps the most wretched of hags, the sea hag is found in the water of seas or overgrown lakes. Its flesh is sickly and yellow, covered with warts and oozing sores. Its long filthy hair resembles rotting seaweed.
Combat
Hags are tremendously strong. They are naturally resistant to spells and can cast magic of their own. Hags often gather to form coveys. A covey, usually containing one hag of each type can use powers beyond those of the individual members.
Sea 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 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 Bye (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
From time to time, a trio of hags gathers as a covey. Usually the foul triune includes one hag of each type, but this is not always the case.
Combat
Hags in a covey rely on deception and their boosted magical abilities in combat.
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, 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, three hags must be within 10 feet of one another. This is a full round action.
Hag Eye
A hag eye is a magic gem created by a covey. It appears to be nothing more than a semiprecious stone, but a gem of seeing or other such effect reveals it as a disembodied eye. Often, a hag eye is worn as a ring, brooch, or other adornment. 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.