Sea Hag · CR 2
Type: Fey · Size: Medium · Grade: Low (capacity 10 MP) Harvest check: Medicine, Survival or a fitting tool · see Harvesting Creatures
Harvest
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Specific parts
| Part | Classification | Grade | Capacity | Check | Load · portions | Drawback damage | Ruin damage |
|---|---|---|---|---|---|---|---|
| Hideous Skin | Hide, Unique | Medium | 100 | Medicine or Survival 15 | heavy · 1 | Necrotic, Slashing | Acid, Fire |
| Mucous-Shrouded Eye | Unique | High | 1,000 | Medicine or Survival 20 | light · 1 | Force | Radiant |
| Simple Gills | Unique | Medium | 100 | Medicine or Survival 15 | light · 1 | Necrotic, Slashing | Acid, Fire |
Drawback damage: +5 DC for each listed type the creature took during the fight. Ruin damage: the part is ruined if the creature took any listed type. See Damage to parts.
Trait parts
Grade = the creature’s grade (Low), DC 10.
- Night Eyes – from Darkvision
- Aquatic Locomotion Structure – from Swim
Part descriptions
Hideous Skin
Rubbery green skin covered in boils, giving off illusion magic.
Good for: items that change your appearance (minor fit), e.g. a hat of disguise.
Mucous-Shrouded Eye
Swollen black eyes under a thick layer of protective slime, giving off foul necromantic energy.
Good for: necrotic damage or resistance, necromancy, and necromancer items (good fit).
Simple Gills
Layered, feathery membranes that let a creature breathe underwater.
Good for: water-breathing items (minor fit).
Statblock
Sea Hag – SRD 5.2
Medium Fey, Chaotic Evil
AC 14 · HP 52 (7d8 + 21) · Speed 30 ft., Swim 40 ft.
Score Save Score Save STR 16 (+3) +3 INT 12 (+1) +1 DEX 13 (+1) +1 WIS 12 (+1) +1 CON 16 (+3) +3 CHA 13 (+1) +1 Senses Darkvision 60 ft.; Passive Perception 11
Languages Common, Giant, Primordial (Aquan)
CR 2 (XP 450; PB +2)
Traits
Amphibious. The hag can breathe air and water.
Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell’s normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again. Level 2: Augury, Locate Object · Level 1: Find Familiar, Identify, Unseen Servant · Level 5: Scrying
Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag’s true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag’s Vile Appearance for 24 hours.
Actions
Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6 + 3) Slashing damage.
Death Glare (Recharge 5–6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage.
Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell’s duration is 24 hours. Level 1: Disguise Self
Statblock from the System Reference Document 5.2 (CC-BY 4.0). See Credits and License.
Based on Nord Games – Foraging, Harvesting (p. 175); SRD 5.1 (size) – part descriptions rewritten in our own words.