Amphibious. The hag can breathe air and water.
Communed Form. When a coven of hags gains the necessary ingredients and performs the necessary ritual, they can transmute their physical bodies into a singular large form.
Horrific Appearance. 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 hour.
Unless the target witnessed the horrific Communion process, 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.
Combined Spellcasting. While all three members of a hag coven are communied into a single form with each other, they can cast the following spells from the wizard’s spell list:
1st level (4 slots): identify, ray of sickness
2nd level (3 slots): hold person, locate object
3rd level (3 slots): bestow curse, counterspell, lightning bolt
4th level (3 slots): phantasmal killer, polymorph
5th level (2 slots): contact other plane, scrying
6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag’s Intelligence modifier, and the spell attack bonus is 4 + the hag’s Intelligence modifier.
Claws. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) slashing damage.
Death Glare. 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.
Call to the Sea. The hag bellows a low moaning roar, forcing everyone who can hear (penetrates underwater) to make a Wisdom saving throw DC 16 or else be charmed. Charmed creatures can only use the Dash action and their movement to attempt to submerge themselves in the nearest body of water if they cannot submerge themselves they simply get as deep as they can into the water. If a charmed creature is completely submerged into the water they have disadvantage for all Wisdom saving throws caused by the Communion Sea Hag that charmed you.
Waterlog. As a reaction when a creature charmed by Call to the Sea, submerges itself into a body of water, the Communion Sea Hag can force that water inside the charmed creature, dealing 4d12 acid damage to it. A charmed creature that cannot fully submerge itself into a body of water takes half damage.
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