Sea Hag (CR 4)
Medium Monstrous Humanoid (Aquatic)
Alignment: Always chaotic evil
Initiative: +1 (Dex); Senses: Listen +6 and Spot +6
AC: 14 (+1 Dex, +3 natural), touch 11, flat-footed 13
Hit Dice: 3d8+3 (16 hp)
Fort +2, Ref +4, Will +4
Speed: 30 ft., swim 40 ft.
Space: 5 ft./5 ft.
Base Attack +3; Grapple +7
Attack: Claw +7 melee
Full Attack: 2 claws +7 melee
Damage: Claw 1d4+4
Special Attacks/Actions: Horrific appearance, evil eye
Abilities: Str 19, Dex 12, Con 12, Int 10, Wis 13, Cha 14
Special Qualities: Amphibious, SR 14
Feats: Alertness; Toughness
Skills: Craft or Knowledge (any one) +3, Hide +4, Listen +6, Spot +6, and Swim +12
Advancement: By character class
Climate/Terrain: Temperate aquatic
Organization: Solitary or covey (3 hags of any type plus 1-8 ogres and 1-4 evil giants)
Hags are tremendously strong. They are naturally resistant to spells and can cast magic of their own. Hags often gather to form coveys. A covey, usually containing one hag of each type can use powers beyond those of the individual members.
Sea hags are not subtle and prefer a direct approach to combat. They usually remain in hiding until they can affect as many foes as possible with their horrific appearance.
Horrific Appearance (Su): The sight of a sea hag is so revolting that anyone who sets eyes upon one must succeed at a Fortitude save (DC 11) or instantly be weakened, taking 2d8 points of temporary Strength damage. This cannot reduce a victim to a negative Strength score, but anyone reduced to Strength 0 is helpless.
Creatures who successfully save cannot be affected again by the same hag's horrific appearance for one day.
Evil Bye (Su): Three times per day a sea hag can cast its dire gaze upon any single creature within 30 feet. The target must succeed at a Fortitude save (DC 11). Creatures who fail have a 25% chance of dying instantly from fright; even if they survive, they fall into a whimpering catatonia for three days, although remove curse or dispel evil can restore sanity sooner.
Water Breathing (Ex): Sea hags can breathe underwater indefinitely and can freely use their abilities while submerged.
Creatures with the aquatic subtype always have swim speeds and thus can move in water without making Swim checks. An aquatic creature can breathe underwater. It cannot also breathe air unless it has the amphibious special quality.