Sea Hag
Playable Hag ยท D&D 5e

Sea Hag

The Hag of Tide and Pressure

Thunder, Lightning, Water, Cold and Air

Lore

Who she is.

The ocean does not hate you. It simply does not care whether you survive.

Neither does she.

Sea Hags are the only ones born directly from a natural force rather than a corruption of society. They emerge from the deep water because the deep water is not, at its core, alive. It is pressure and cold and the indifferent logic of weight. The Sea Hag is what happens when that logic decides it wants to be able to look at you.

She does not understand fear in the way most creatures do. She understands pressure. She understands inevitability. She understands that you can thrash as long as you like, but you are moving toward the bottom regardless.

She watched the sailor fight the current. He was strong. Experienced. He had survived worse, probably. She waited. The ocean waited. Strength was beside the point.
MaelstromCoven magic: Maelstrom

The Creature

What she is made of.

Choosing the Sea Hag in the character creator settles three things: the element of every damaging spell she can learn, the weakness she has to play around, and her coven magic.

ElementThunder, lightning & water

Every damaging spell she learns must match one of her elements below, whichever class list it comes from. Necrotic and physical damage and utility spells are open to every hag.

thunderlightningwatercoldair
Damp SkinWeakness

You must spend 1 hour a day submerged in water. After a full day without it your skin dries and flakes: you have disadvantage on all saving throws and skill checks, vulnerability to fire damage, and you cannot cast or assist in Coven Magic, until you submerge again.

MaelstromCoven Magic

Storm / Forced Movement. Cast together with her sisters, once per long rest across the whole coven. The full spell is below.

Her Coven Magic

Sea Hag

Maelstrom

Storm / Forced Movement
bludgeoningSTR save20-foot radius within 60 feet

A vortex of dark water and lightning opens in a 20-foot radius within 60 feet. Each creature in the area makes a Strength saving throw against your spell save DC. On a failure it is pulled 10 feet toward the centre and takes (H + half your level)d8 bludgeoning damage; on a success it takes half damage and is not moved.

At character level 4

A creature that failed the saving throw is Frightened for 1 minute. It repeats a Wisdom saving throw against your spell save DC at the end of each of its turns, ending the condition on a success.

At character level 8 · Choose direction, continuous

MONSOON. As a lair action at initiative 20, winds buffet the battlefield. Each creature in the area makes a Strength saving throw against your spell save DC or is pushed (H x 10) feet in a direction of your choosing. Colliding with a creature or an obstacle deals 1d10 bludgeoning damage to both. A creature taking cover is unaffected.

Costs Black Pearl (Crushed Powder) · once per long rest, for the whole coven
Coven Magic and New Spells

Early Access

The Sea Hag creature PDF is coming.

Get it free when it drops, plus updates as each creature is finalised.