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Sea Hag

by Jamie Baty

MA, RC 182
Medium Monstrous Humanoid (Aquatic)
Hit Dice: 8d8+11 (47 hp)
Initiative: +1 (+1 Dex)
Speed: 40 ft. (8 squares), swim 50 ft. (10 squares)
Armour Class: 15 (+1 Dex, +4 natural), touch 11, flat-footed 14
Base Attack/Grapple: +8/+13
Attack: +13 melee touch (Energy Drain and Hag's Filth)
Full Attack: +13 melee touch (Energy Drain and Hag's Filth) or dagger +13/+8 melee (1d4 +5)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Energy drain, Hag's Filth, horrific appearance, rebuke undead, stench
Special Qualities: Amphibious, beyond undeath's grasp, Damage reduction 10/silver or magic, darkvision 60ft.
Saves: Fort +3, Ref +7, Will +8
Abilities: Str 20, Dex 12, Con 12, Int 10, Wis 14, Cha 18
Skills: Hide +5, Knowledge (nature) +4, Knowledge (religion) +4, Listen +8, Spot +8, Survival +4, Swim +13
Feats: Alertness, Improved Critical (dagger), Toughness
Environment: Temperate aquatic
Organisation: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always chaotic evil
Advancement: by character class
Level Adjustment: -

This is one of the ugliest creatures known in Mystara, and it is without a doubt possesses the foulest and most repulsive habit imaginable.
Mystaran sea hags live primarily in coastal regions, although they may be found along the shores of large lakes as well.
Adventurers should be warned that the Mystaran sea hag is far more powerful than the more common sea hag. At first glance it is not always apparent which is which, and the confusion has cost many their lives.

Mystaran sea hags prefer to ambush foe's and trap them so that frightened and sickened foes have no chance of escape. They enjoy causing havoc and panic with their energy drain. They are skilled with causing wicked injuries with their daggers. They favour daggers, but are proficient with all simple weapons.

Energy Drain (Su): Each successful touch attack from a Mystaran sea hag energy drain bestows one negative level on the victim. The sea hag gains 5 temporary hit points (10 on a critical hit) for each negative level it bestows on an opponent. These temporary hit points last for a maximum of 1 hour. An affected opponent takes a -1 penalty on all skill checks and ability checks, attack rolls, and saving throws, and loses one effective level or Hit Die (whenever level is used in a die roll or calculation) for each negative level. A spellcaster loses one spell slot of the highest level of spells she can cast and (if applicable) one prepared spell of that level; this loss persists until the negative level is removed. Negative levels remain until 24 hours have passed or until they are removed with a spell, such as restoration. If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save (DC 18, Cha based). On a success, the negative level goes away with no harm to the creature. On a failure, the negative level goes away, but the creature's level is also reduced by one. A separate saving throw is required for each negative level.

Hag's Filth (Ex): Each time a creature is touched by the sea hag, it must make a DC 15 (Con based) Fortitude save or become diseased with Hag's Filth. The disease has the following effects: Disease
contact; Fortitude DC 15; incubation period 1 day; damage 1d4 Con and 1d4 Dex. The save DC is Constitution-based. Each time the victim takes 2 or more Con damage from the disease, he must make another Fortitude save or be permanently blinded.

Horrific Appearance (Su): The sight of a Mystaran sea hag is so revolting that anyone (other than another hag) who sets eyes upon one must succeed on a DC 24 Will save or instantly be frightened for 1d20 +5 rounds. Creatures that are affected by this power or that successfully save against it cannot be affected again by the same sea hag's horrific appearance for 24 hours. The save DC is Charisma-based and the sea hag has a +6 racial bonus to the DC.

Rebuke Undead (Su): A Mystaran sea hag may rebuke or command undead as a cleric. The sea hag's effective level is 16 (HDx2) and it may use this ability 7/day.

Stench (Ex): A Mystaran sea hag reeks of death and filth- a odour that nearly every form of animal life finds repulsive. All living creatures (except hags) within 10 feet of a Mystaran sea hag must succeed on a DC 15 Fortitude save or be sickened for 10 rounds. The save DC is Constitution-based. Creatures that successfully save cannot be affected by the same sea hag's stench for 24 hours. A delay poison or neutralise poison spell removes the effect from the sickened creature. Creatures with immunity to poison are unaffected, and creatures resistant to poison receive their normal bonus on their saving throws.

Amphibious (Ex): Although Mystaran sea hags are aquatic, they can survive indefinitely on land. They must however stay within 3 hours travel time of a large body of water.

Beyond Undeath's Grasp (Ex): Mystaran sea hags are immune to all the Extraordinary and Supernatural special abilities of undead creatures (including energy drain, ability damage, ability drain, poison, paralysis and disease). These immunities do not protect the hag from these types of attacks when they come from a non-undead creature.

Damage Reduction (Su): A Mystaran sea hag has damage reduction of 10/silver or magic. Her dagger counts as a silver and magic weapon for the purposes of overcoming her foe's damage reduction.

Skills: A Mystaran 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.