Sea Hag (Coven)

Source: Monster Manual p. 179. Available in the SRD

"name": "Sea Hag (Coven)"
"size": "Medium"
"type": "fey"
"alignment": "Chaotic Evil"
"ac": !!int "14"
"ac_class": "natural armor"
"hp": !!int "52"
"hit_dice": "7d8 + 21"
"modifier": !!int "1"
"stats":
  - !!int "16"
  - !!int "13"
  - !!int "16"
  - !!int "12"
  - !!int "12"
  - !!int "13"
"speed": "30 ft., swim 40 ft."
"senses": "darkvision 60 ft., passive Perception 11"
"languages": "Aquan, Common, Giant"
"cr": "4"
"traits":
  - "desc": "While all three members of a hag coven are within 30 feet of one another,\
      \ they can each cast the following spells from the wizard's spell list but must\
      \ share the spell slots among themselves:\n\n**1st level (4 slots):** identify,\
      \ ray of sickness\n\n**2nd level (3 slots):** hold person, locate object\n\n\
      **3rd level (3 slots):** bestow curse, counterspell, lightning bolt\n\n**4th\
      \ level (3 slots):** phantasmal killer, polymorph\n\n**5th level (2 slots):**\
      \ contact other plane, scrying\n\n**6th level (1 slots):** eyebite\n\nFor casting\
      \ these spells, each hag is a 12th-level spellcaster that uses Intelligence\
      \ as her spellcasting ability. The spell save DC 13, and the spell attack bonus\
      \ is +5."
    "name": "Shared Spellcasting (Coven Only)"
  - "desc": "The hag can breathe air and water."
    "name": "Amphibious"
  - "desc": "Any humanoid that starts its turn within 30 feet of the hag and can see\
      \ the hag's true form must make a DC 11 Wisdom saving throw. On a failed save,\
      \ the creature is frightened for 1 minute. A creature can repeat the saving\
      \ throw at the end of each of its turns, with disadvantage if the hag is within\
      \ line of sight, ending the effect on itself on a success. If a creature's saving\
      \ throw is successful or the effect ends for it, the creature is immune to the\
      \ hag's Horrific Appearance for the next 24 hours.\n\nUnless the target is surprised\
      \ or the revelation of the hag's true form is sudden, the target can avert its\
      \ eyes and avoid making the initial saving throw. Until the start of its next\
      \ turn, a creature that averts its eyes has disadvantage on attack rolls against\
      \ the hag."
    "name": "Horrific Appearance"
"actions":
  - "desc": "*Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. *Hit:* 10\
      \ (2d6 + 3) slashing damage."
    "name": "Claws"
  - "desc": "The hag targets one frightened creature she can see within 30 feet of\
      \ her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving\
      \ throw against this magic or drop to 0 hit points."
    "name": "Death Glare"
  - "desc": "The hag covers herself and anything she is wearing or carrying with a\
      \ magical illusion that makes her look like an ugly creature of her general\
      \ size and humanoid shape. The effect ends if the hag takes a bonus action to\
      \ end it or if she dies.\n\nThe changes wrought by this effect fail to hold\
      \ up to physical inspection. For example, the hag could appear to have no claws,\
      \ but someone touching her hand might feel the claws. Otherwise, a creature\
      \ must take an action to visually inspect the illusion and succeed on a DC 16\
      \ Intelligence (Investigation) check to discern that the hag is disguised."
    "name": "Illusory Appearance"
"lair_actions":
  - "desc": "The following lair actions are options for grandmothers and powerful\
      \ aunties. Grandmothers usually have three to five lair actions, aunties usually\
      \ only one (if they have any at all). Unless otherwise noted, any lair action\
      \ that requires a creature to make a saving throw uses the save DC of the hag's\
      \ most powerful ability.\n\nOn initiative count 20 (losing initiative ties),\
      \ the hag can take a lair action to cause one of the following effects, but\
      \ can't use the same effect two rounds in a row:\n\n- Until initiative count\
      \ 20 on the next round, the hag can pass through solid walls, doors, ceilings,\
      \ and floors as if the surfaces weren't there.  \n- The hag targets any number\
      \ of doors and windows that she can see, causing each one to either open or\
      \ close as she wishes. Closed doors can be magically locked (requiring a successful\
      \ DC 20 Strength check to force open) until she chooses to make them unlocked,\
      \ or until she uses this lair action again to open them.  \n\nA powerful sea\
      \ hag might have the following additional lair actions:\n\n- The hag fills up\
      \ to four 10-foot cubes of water with ink. The inky areas are heavily obscured\
      \ for 1 minute, although a steady, strong underwater current disperses the ink\
      \ on initiative count 10. The hag ignores the obscuring effect of the ink. \
      \ \n- The hag chooses one humanoid within the lair and instantly creates a simulacrum\
      \ of that creature (as if created with the simulacrum spell). This hideous simulacrum\
      \ is formed out of seaweed, slime, half-eaten fish, and other garbage, but still\
      \ generally resembles the creature it is imitating. This simulacrum obeys the\
      \ hag's commands and is destroyed on initiative count 20 on the next round.\
      \  "
    "name": ""
"regional_effects":
  - "desc": "Each hag's lair is the source of three to five regional effects; the\
      \ home of a grandmother, an auntie, or a coven has more effects than the lair\
      \ of a single hag, including some that can directly harm intruders. Any regional\
      \ effect that requires a creature to make a saving throw uses the save DC of\
      \ the hag's most powerful ability. These effects either end immediately if the\
      \ hag dies or abandons the lair, or take up to 2d10 days to fade away.\n\nThe\
      \ region within 1 mile of a grandmother hag's lair is warped by the creature's\
      \ fell magic, which creates one or more of the following effects:\n\n- Birds,\
      \ rodents, snakes, spiders, or toads (or some other creatures appropriate to\
      \ the hag) are found in great profusion.  \n- Beasts that have an Intelligence\
      \ score of 2 or lower are charmed by the hag and directed to be aggressive toward\
      \ intruders in the area.  \n- Strange carved figurines, twig fetishes, or rag\
      \ dolls magically appear in trees.  \n\nA powerful sea hag creates one or more\
      \ of the following additional regional effects within 1 mile of her lair:\n\n\
      - Most surfaces are covered by a thin film of slime, which is slick and sticks\
      \ to anything that touches it.  \n- Currents and tides are exceptionally strong\
      \ and treacherous. Any ability check made to safely navigate or control a vessel\
      \ moving through these waters has disadvantage.  \n- Shores are littered with\
      \ dead, rotting fish. The hag can sense when one of the fish is handled and\
      \ cause it to speak with her voice.  "
    "name": ""
"source":
  - "MM"

Environment

underwater, coastal