Hag, Reef

Family: Hags

Medium fey, chaotic evil

Armor Class 14 (natural armor)
Hit Points 145 (17d10+68)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 18 (+4) 12 (+1) 12 (+1) 13 (+1)

Damage Immunities poison
Condition Immunities poisoned
Senses darkvision 60 ft., fog sense, passive Perception 11
Languages Aquan, Common, Sylvan
Challenge 5 (2,900 XP)

Special Traits

  • Horrific Appearance. The sight of a reef hag is so revolting that anyone within 30 feet (other than another hag) and can see what the hag truly looks like must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature may make a new saving throw at the end of each turn, ending the effect on a success. If the saving throw succeeds the creature becomes immune to this effect for 24 hours. A creature may avert their eyes from the reef hag unless they are surprised by the form. A creature gains disadvantage on attack rolls against the hag until the start of their next turn if they avert their eyes.
  • Illusory Appearance. The reef hag can make herself appear as a medium female humanoid. Creatures that touch the reef hag or make a successful DC 16 Intelligence (Investigation) check can successfully see through the disguise.
  • Reef Mistress. Reef hags can converse with ordinary sea life, including plants and animals, as if they had continuous speak with animals and speak with plants. As an action, they can cause such sea life within 30 feet to impede other creatures, acting as difficult terrain, or can cause difficult terrain caused by seaweed and small sea life to clear and become as ordinary terrain. She can exclude any creatures she wishes from difficult terrain she creates with this ability, and she herself is never impeded by it.

Actions

  • Multiattack. The reef hag can make two claw attacks or two harpoon attacks.
  • Claws. Melee Weapon Attack: +8 to hit, 5 ft. reach, 1 target. Hit: 13 (2d6+5) slashing damage. If the reef hag hits a Medium or smaller with both claw attacks, they are grappled (DC 15 to escape) and restrained until the grapple ends.
  • Harpoon. Melee Weapon Attack: +8 to hit, 10 ft. reach, 1 target. Hit: 14 (2d8 + 5) piercing damage.
  • Salt Wife’s Glare. The reef hag can target a single creature that is within 30 feet and frightened of her. They must pass a DC 15 Wisdom saving throw against this magical effect or be reduced to 0 HP. A creature affected by this ability becomes doesn’t make death saving throws and gains the ability to breathe underwater. While underwater the creature cannot regain HP. After spending a day submerged in salt water, the creature must succeed at a DC 10 Constitution save or be transformed into a merrow and regain their HP. If transformed into a merrow they regard the reef hag as their beloved mistress. She gains advantage on Charisma (Deception) checks when interacting with the merrow she transforms, and they in turn become immune to her horrific appearance. This transformation cannot be dispelled but can be reversed with remove curse. This effect becomes permanent after seven days have passed.

About

Monstrous sea witches, these wicked hags possess terrifying features that few dare look upon, though their powers of illusion allow them to disguise themselves as alluring mermaids or sirens. Reveling in discord, the foul creatures drag sailors to watery graves and torment the peoples of the oceans with wicked promises, turning them into savage servants under the sea. Sea hags are always terrible to look upon, and despite their gluttonous ways, they are usually emaciated creatures who look half-starved. Most stand about 6 feet tall and weigh 150 pounds.

Storm Hag Covens. Reef hags form covens similar to other hags, almost always with a pair of lesser sea hags. Those living near coastal areas may join forces with a saltmarsh-dwelling green hag, though the arrogant green hags often vie for dominance and mixed covens may break down in bloody murder. A coven with a reef hag as a member has access to the following additional spells: conjure minor elementals (water only), hallucinatory terrain, water breathing, and water walk.

Toxic Tolerance. Reef hags cultivate gardens of venomous sea life and crustaceans around their lairs like living traps for the unwary.

Toxic urchins, anemones, corals, eels, spinefish, and more await any who would dare face her in her lair beneath the coral.

Section 15: Copyright Notice

Sea Monsters (5E) © 2021, Legendary Games; Authors Michael Ritter, Michael “solomani” Mifsud, Robert J. Grady, Mark Hart, Jeff Ibach, Alex Riggs, Scott D. Young, Jeff Lee, Matt Kimmel, and Jason Nelson.

This is not the complete license attribution - see the full license for this page