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‌Thuluna Maah (Sea Hag)

Medium fey, chaotic evil
Armor Class 16 (natural armor, hammerhead helm)
Hit Points 84 ( 7d8+28 )
Speed 30ft Swim: 40ft

STR
19 +4
DEX
13 +1
CON
19 +4
INT
12 +1
WIS
12 +1
CHA
13 +1

Senses darkvision 60 ft., passive Perception 11
Languages Aquan, Common, Giant
Challenge 2 (450 XP)


Amphibious. The hag can breathe air and water.
Drowning Blades. A target hit by Throwing Daggers or Deowning Claws also take 10 bludgeoning damage at the start of its turn as the pressure around them from the water increases exponentially. The target can make a CON save to end this effect at end of each of its turns. Only one target can be affected by this effect at a time.
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 WIS 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. Unless 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.
River Leech. All enemies that start their turn within 10 feet of the hag take 5 cold damage and the hag gains 5 temporary hit points


Actions

Bonded Weapon. The river hag makes two attacks.
Throwing Daggers. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 10 ( 2d4+4 ) piercing damage. Thrown daggers automatically teleport back to her hand, coalescing out of the surrounding water. Drowning Claws. Melee Weapon Attack: 1d20+6 to hit, reach 5 ft., one target. Hit: 10 ( 2d6+4 ) slashing damage.
Choking Water Shards (Recharge 3-6). The hag chooses an area she can see up to 100 feet away. All creatures in a 10-foot sphere must make a CON save (creatures without a swim speed have disadvantage) or take 2d6+4 damage and ongoing 5 damage. The target may repeat the CON save at the end of its turn to remove the ongoing damage effect. On a successful save, the target takes half 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 WIS saving throw against this magic or drop to 0 hit points.
Illusory Appearance. 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. The 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 INT (Investigation) check to discern that the hag is disguised. Thulana tends to use the illusion of a young female aquatic elf teenager.

Reactions

Evil Eye. If a target she can see gains the frightened condition, she may use Death Glare as a reaction.


 

Thuluna Maah is the second-in-command of the temple, answering only to Gar Shatterkeel. She is a sly, calculating creature, quick to offer bargains and make deals that she can later turn to her advantage. The hag wields great influence over the cult’s nonhuman members, mostly because the ogres and trolls do anything she tells them to. Thuluna would like to unseat Shatterkeel and purge the cult of its human fathomers and one-eyed shivers, but she is patient.


Created by

solomani.

Statblock Type

Monster / Creature

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