Free interactive D&D 5e SRD stat block

Sea Hag

Medium Fey, CR 2, AC 14, 52 HP. Chaotic Evil.

Medium Fey, Chaotic Evil

AC
14
Initiative
+1 (11)
HP
52 (7d8+21)
Speed
30 ft., Swim 40 ft.
ScoreModSave
STR 16 +3 +3
DEX 13 +1 +1
CON 16 +3 +3
INT 12 +1 +1
WIS 12 +1 +1
CHA 13 +1 +1
Senses
Darkvision 60 ft.; Passive Perception 11
Languages
Common, Giant, Primordial (Aquan)
CR
2 (XP 450; PB +2)

Traits

Amphibious. The hag can breathe air and water.

Coven Magic. While within 30 feet of at least two hag allies, the hag can cast one of the following spells, requiring no Material components, using the spell's normal casting time, and using Intelligence as the spellcasting ability (spell save DC 11): Augury, Find Familiar, Identify, Locate Object, Scrying, or Unseen Servant. The hag must finish a Long Rest before using this trait to cast that spell again.

Vile Appearance. Wisdom Saving Throw: DC 11, any Beast or Humanoid that starts its turn within 30 feet of the hag and can see the hag's true form. Failure: The target has the Frightened condition until the start of its next turn. Success: The target is immune to this hag's Vile Appearance for 24 hours.

Actions

Claw. Melee Attack Roll: +5, reach 5 ft. Hit: 10 (2d6+3) Slashing damage.

Death Glare (Recharge 5-6). Wisdom Saving Throw: DC 11, one Frightened creature the hag can see within 30 feet. Failure: If the target has 20 Hit Points or fewer, it drops to 0 Hit Points. Otherwise, the target takes 13 (3d8) Psychic damage.

Illusory Appearance. The hag casts Disguise Self, using Constitution as the spellcasting ability (spell save DC 13). The spell's duration is 24 hours.

How to run Sea Hag

A sea hag is a CR 2 that runs above its weight class because of one combo: Vile Appearance into Death Glare. Drop the Illusory Appearance the moment the party crosses a threshold she controls, show the true form, force the DC 11 Wis save against Frightened, then on a subsequent turn use Death Glare on whichever Frightened PC is below 20 HP. That's a kill. A wizard with 18 HP who blew her save against the appearance is dead on the hag's next turn, with no attack roll involved.

Open by holding the disguise. The hag spends 24 hours a day as a fishwife, an old hermit, a kelp-gathering crone, a drowned woman shivering on a beach. The first round of combat is reveal: she drops Disguise Self, anyone in 30 ft. who can see her makes a DC 11 Wis save or is Frightened until the start of their next turn. Then Claw at +5 for 10 slashing on whoever is in melee, or Death Glare (Recharge 5-6) on a Frightened target with low HP. Death Glare is the win condition; everything else is filler that keeps it loaded.

Position in water if you possibly can. Amphibious plus 40 ft. swim turns a coastal ambush into a fight where the hag controls range and elevation by submerging and surfacing wherever she likes. Land combat is the hag's worst case, so a smart party that drags her ashore should be rewarded.

If she has two hag allies within 30 feet, Coven Magic gives her one spell per long rest from a list that includes Scrying, which means she has already watched the party before they ever reach her cove. With 52 HP and AC 14, she folds to a focused round once the saves are out, so she fights in the second exchange and flees in the third. Sea hags do not die on principle.

Set up Death Glare with a body. Have her drop a previous victim, dead-eyed and untouched, on the beach where the party finds her. The save is scarier when they know what's at stake.

Stat block from the System Reference Document 5.2.1 © Wizards of the Coast LLC, used under the Creative Commons Attribution 4.0 license.

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