Sea Hag icon: a hag in a pointed hat, in storm blue
Icon by Cathelineau, CC BY 3.0

Sea Hag 5e stat block

Medium fey, chaotic evil · CR 2 · 2024 stat block below

Armor Class
14 (natural armor)
Hit Points
52 (7d8+21)
Speed
30 ft., swim 40 ft.
Challenge
2 (450 XP)
Proficiency bonus
+2
STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)12 (+1)12 (+1)13 (+1)
Senses
darkvision 60 ft., passive Perception 11
Languages
Aquan, Common, Giant

Traits

Amphibious. The hag can breathe air and water.

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 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.

Actions

Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.

Death Glare. The hag targets one frightened creature she can see within 30 ft. 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.

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 DC 16 Intelligence (Investigation) check to discern that the hag is disguised.

How many sea hags for a fight?

A sea hag is worth 450 XP. Using the 2024 encounter budgets (SRD 5.2), this is how many sea hags fit each difficulty for a party of four characters of the same level. A dash means even one would be over the budget.

Party levelLowModerateHigh
2nd—11
3rd123
4th234
5th469
6th5812
7th61112+
8th812+12+
9th1112+12+

Budgets add up every monster’s XP, so you can swap some for other creatures of the same total. Try other party sizes and mixes in the encounter calculator.

How the sea hag compares at CR 2

Against the 42 other challenge 2 monsters in the SRD 5.1, the sea hag has more hit points than 27 of them, which makes it tougher than most at its CR. See every CR 2 monster.

StatisticSea HagCR 2 average
Armor Class1412.9
Hit points5247
Best attack bonus+5+5

Sea Hag 2024 stat block

The 2024 Monster Manual revised the sea hag, and the SRD 5.2 carries the new stat block. What changed:

Armor Class
14
Hit Points
52 (7d8 + 21)
Speed
30 ft., swim 40 ft.
Challenge
2 (450 XP)
STRDEXCONINTWISCHA
16 (+3)13 (+1)16 (+3)12 (+1)12 (+1)13 (+1)
Senses
darkvision 60 ft., passive Perception 11
Languages
Common, Giant, Primordial (Aquan)

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.

Similar monsters

Browse: all CR 2 monsters · fey · every monster