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Tidal Hags

When two sea hags wish to form a coven (see the "Hag Covens" sidebar in the SRD) without a third hag, they can undergo a ritual to bind themselves to the moon and become tidal hags. In this paired coven, one sea hag becomes the hag of high tide and the other becomes the hag of low tide, specializing to enhance their effectiveness together. This transformation heightens their bestial nature, perhaps sharing some cursed connection with lycanthropy.
       Hags of high tide feed off of violent desperation. Like a shark attracted to the thrashing of a drowning victim, they ferociously pursue hapless souls and glut on their misfortune with glee. Nothing sustains a hag of high tide more than witnessing pure dread, and they frequently act as messengers bearing tragic news.
       Hags of low tide are opportunistic creatures of greed and entropy in search of dark secrets, lost knowledge and obscure magic. Agelessly capitalizing on the exhaustive ebb and flow of nature, they seek out tragedy and play the sympathetic caretaker. Their victim, grateful for the doting of a compassionate granny, divulges one-too-many shameful memories or unknowingly binds themself to a contract, not expecting their words to be twisted against them. Amongst hags, those of low tide are master litigators, able to reason most anything out of a vague or innocently worded arrangement. When trickery fails, they are content to patiently erode the will of any who impede their covetous quest.
       Tidal hags might appear in the wake of a destructive flood, during a political upheaval, or amidst a terrible famine to spread further hopelessness and strike ill-favored deals with the desperate and immiserated. Their influence rises with the tide of despair, and when it subsides they slink away, clutching their plunder in withered, webbed claws.

Tidal Hag Lairs
Tidal hags live on the outskirts of civilization in coastal caverns, tidal flats, sunken ruins or the bloated corpses of beached whales. Their presence greatly exaggerates the fluctuation of the tides, attracts monstrous sea creatures and worsens storms.

Each tidal hag within a coven encountered in its lair has a challenge rating of 4 (1,100 XP).

Lair Actions
On initiative count 20 (losing initiative ties), the coven (hags within a coven share a single lair action per round) can take a lair action to cause one of the following effects, but can't use the same effect two rounds in a row:

Regional Effects
Each coven's lair is the source of three to five regional effects, including some that can directly harm intruders. These effects either end immediately if the hags die or abandon the lair, or take up to 2d10 days to fade away.

The region within 1 mile of a grandmother hag's lair is warped by the creature's fell magic, which creates one or more of the following effects:

A powerful tidal hag creates one or more of the following additional regional effects within 1 mile of her lair:

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