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Sea Hag

Medium fey, chaotic evil Armor Class 14 (natural armor) Hit Points 52 (7d8 + 21) Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA

16 (+3) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 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. 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 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. 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.

A beast, humanoid, giant, or monstrosity can become a half-‐‑dragon. It keeps its statistics, except as follows. Challenge. To avoid recalculating the creature’s challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, recalculate the rating after you apply the template. Senses. The half-‐‑dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60

type of damage Colorbased on its color. Damage Resistance
Black or copperAcid
Blue or bronzeLightning
Column 1Column 2Column 3
Brass, gold,or redFire
GreenPoison
Silver or whiteCold
Languages. addition to New Action: the breathThe any weaponhalf-‐‑dragon speaks other languages it Breath Weapon. The of its dragon half.
HugeAs a young dragonChallenge 7 or higher
GargantuanAs an adult dragonChallenge 8 or higher
Half-‐Red Medium Armor ClassDragon Veteran humanoid (human), any 18 (plate)alignment

Hit Points 65 (10d8 + 20) Speed 30 ft.

STR DEX CON INT WIS CHA

16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0) Skills Athletics +5, Perception +2 Damage Resistances fire Senses blindsight 10 ft., darkvision 60 ft., passive Perception 12 Languages Common, Draconic Challenge 5 (1,800 XP)

Actions

Multiattack. The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack. Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 6 (1d10 + 1) piercing damage. Fire Breath (Recharge 5–6). The veteran exhales fire in a 15-‐foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.