Hag, Sea (CR 5/MR 2)

Hair like rotting seaweed drapes this ancient witch. Loose, algae-colored skin sags off her starved frame.

Mythic Sea Hag (CR 5/MR 2)
XP 1,600
Pathfinder Roleplaying Game Bestiary
CE Medium monstrous humanoid (aquatic, mythic)
Init +3; Senses darkvision 60 ft.; Perception +11
Aura horrific appearance (60 ft., DC 14)

Defense

AC 18, touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 58 (4d10+36)
Fort +5, Ref +7, Will +5
Defensive Abilities SR 16

Offense

Speed 30 ft., swim 40 ft.
Melee 2 claws +8 (1d6+4) or harpoon +9 (1d8+7/x3)
Ranged harpoon +8 (1d8+5/x3)
Special Attacks evil eye, hexed harpoonMA, mythic power (4/day, surge 1d6), salt wifeMA

Spell-Like Abilities (CL 4th; concentration +7)
1/day—aqueous orb (DC 16), control water, old salt’s curse (DC 18), water breathing

Statistics

Str 19, Dex 16, Con 18, Int 12, Wis 13, Cha 17
Base Atk +4; CMB +8; CMD 21
Feats Extra Mythic PowerMF, Skill Focus (Perception), Skill Focus (Bluff)
Skills Bluff +10, Knowledge (any one) +5, Perception +11, Stealth +10, Swim +19
Languages Common, Giant
SQ amphibious, water witchMA

Ecology

Environment any aquatic
Organization solitary, family (1 hag and 1d3 freshwater merrow), or coven (3 hags of any kind)
Treasure standard

Special Abilities

Evil Eye (Su) Three times per day, a sea hag can cast her dire gaze upon any single creature within 30 feet. The target must succeed on a DC 15 Will save or be staggered as strange nebulous distress and a gnawing sense of impending doom plagues the victim. If a sea hag uses her evil eye on someone already afflicted by this curse, the victim must make a DC 14 Fortitude save or be overwhelmed with fright and collapse into a comatose state for 3 days. Each day that passes, the comatose victim must make a DC 15 Fortitude save or perish (see the salt wife ability). The evil eye is a mind-affecting fear effect. The save DCs are Charisma-based.

Evil Eye Curse: Gaze—failed save; save Will DC 14; frequency 1/day; effect staggered (or fall comatose if already under the effects of the evil eye).

Hexed Harpoon (Su) A mythic sea hag carries a two-tined harpoon of dripping bone, coral, and rusted metal, with a trailing rope of braided kelp. She can wield this weapon proficiently, and in her hands it functions as a +1 returning harpoon. In addition, any creature she strikes with the hexed harpoon is stricken with doubt and ill luck, causing the target to take a -2 penalty to one of the following (hag’s choice): AC, ability checks, attack rolls, saving throws, or skill checks. This is a mind-affecting curse effect that lasts for 4 rounds; a DC 15 Will save reduces the duration to 1 round. The weapon has no magical properties and gains the fragile weapon quality in the hands of others. A creature carrying a hexed harpoon for more than 1 round must save be afflicted with a -2 penalty to all of the categories listed above for as long as the hexed harpoon is carried and for 24 hours thereafter. A mythic sea hag can expend one use of her mythic power to resolve attacks with her hexed harpoon as melee touch or ranged touch attacks until the end of her next turn. If her hexed harpoon is lost or destroyed, she can make another in a ritual requiring 8 hours.

Horrific Appearance (Su) The sight of a sea hag is so revolting that anyone within 60 feet (other than another hag) who sets eyes upon one must succeed on a DC 15 Fortitude save or instantly be weakened, taking 1d6 points of Strength damage. 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. This is a mind-affecting effect. The save DC is Charisma-based.

Salt Wife (Su) A mythic sea hag gains the charm, disguise, and misfortune hexes of a 4th-level witch, using these abilities to lure lovers into her clutches. A creature rendered comatose by her evil eye gains the amphibious special quality and is dragged below the waves, and each day must succeed at a DC 14 Fortitude save or be transformed into a freshwater merrow (even if the transformation occurs in salt water) rather than perishing. These merrow are besotted with the sea hag, gaining immunity to her horrific appearance but taking a -10 penalty on Will saves and Sense Motive checks against her. This transformation cannot be dispelled but can be reversed with remove curse, requiring a DC 19 caster level check. The DC of this check increases by 1 each day, becoming permanent after seven days.

Water Witch (Sp) A mythic sea hag can use aqueous orb, control water, old salt’s curse, and water breathing as spell-like abilities once per day each. If a mythic sea hag is killed, she can expend one use of mythic power as an immediate action to cast old salt’s curse upon her killer, even if she had already used that ability that day. If she has no mythic power remaining or if she was already unable to take actions prior to being slain, she cannot use this ability.

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