Medium Aberration, Typically Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft., Swim 30 ft., Burrow 30 ft.
STR
13 (+1)
DEX
16 (+3)
CON
14 (+2)
INT
12 (+1)
WIS
13 (+1)
CHA
16 (+3)
Saving Throws CON +5, WIS +4
Skills Nature +4, Perception +4, Stealth +6, Survival +4
Damage Resistances Acid
Damage Immunities Poison
Condition Immunities Poisoned
Senses Blindsight 60 ft., Passive Perception 14
Languages Abyssal, Common, Deep Speech
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Amphibious. The hag can breathe air and water.

Brine Walk. The hag can move across bodies of salt water with its walking speed, and ignores rough terrain or other threats imposed by these surfaces.

Return to Worms. When the hag is reduced to 0 hit points, they breaks apart into a plaresh demon (see the Creature Codex pg. 89) in the same space. The creature can reassume their hag form after one hour by using their Infest Corpse ability.

Innate Spellcasting. The hag’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). They can innately cast the following spells, requiring no material components:

At will: hold person, infestation (2d6)

3/day each: cloudkill, blight, disintegrate

1/day each: antipathy/sympathy

Actions

Multiattack. The hag makes two Claw or Hagfish attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage plus 18 (4d8) poison damage.

Hagfish. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 30 (6d8 + 3) poison damage, and the target must make a DC 15 Dexterity saving throw. On a failure, the thrown hagfish latches onto their skin and begins devour them, dealing 1d8 poison damage at the end of each of the creature's turns. The creature may repeat this saving throw at the beginning of their turn to try to remove the hagfish.

Illusory Appearance. The hag covers themself and anything they are wearing or carrying with a magical illusion that makes them look like an ugly creature of their general size and shape. The effect ends if the hag takes a bonus action to end it or if they die.

The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have normal human skin, but someone touching their hand might feel the slimy wriggling of their true form. 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.

Horrific Feast. The hag feeds on the corpse of one enemy within reach that died within the past minute. Each creature of the hag’s choice that is within 60 feet and able to see the feeding must succeed on a DC 15 Wisdom saving throw or be frightened of the hag for 1 minute. While frightened in this way, a creature is incapacitated, can’t understand what others say, can’t read, and speaks only in gibberish. A creature can repeat the saving throw at the end of each of its turns, 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 Feast for the next 24 hours.

 

Description

 

Among the most unsettling natural features of Farsied-3 are the brine pools, sinister bogs of hypersaline liquid that lure any thirsty fool to a swift and painful death. Toxic shock is deadly to all things living, leading to the grim galleries of desiccated corpses that provide a clear warning to travelers approaching their edge.

There is, however, one entity that seems to thrive in these pools, that being the loathsome dung eater hag fish, a primordial, wormlike creature that sustains itself on decay and death. Stranger still, however, are tales of humanoid entities that live among the deathly pools. The brine hag is an inexplicable being known for taking great joy in luring living things to their demise.

Often visible only as a hunched, cloaked figure sitting within the center of these pools, they will attempt to lure foolish passersby into their toxic domain and feast upon their corpses. When not tempting travelers to a briny death, however, brine hags have been reported to be surprisingly charming in conversation (if you can get past their awful stench and trypophobic appearance) . As watchers of the siltwastes, they see many odd phenomena that most mortals miss in their desert treks. They have been known to favor gifts in the form of shiny objects or small creatures, for which they happily trade their precious tidbits of insight.

One must be very wary, however, in such dealings. It goes without saying that one should never attempt to step into a brine hag's toxic home, and it is equally perilous to physically touch a brine hag, lest they lay a worm in your body and create a new sister for their coven.

Previous Versions

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Habitat: DesertUnderwater

Owltaku

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