Witch Queen

Witch Queen

Small humanoid, chaotic evil
  • Armor Class 15 (studded leather armor)
  • Hit Points 77 (14d6+28)
  • Speed 30 ft.
  • STR
    9 (-1)
  • DEX
    16 (+3)
  • CON
    14 (+2)
  • INT
    11 (+0)
  • WIS
    9 (-1)
  • CHA
    16 (+3)
  • Skills Arcana +3, Stealth +6
  • Senses darkvision 120 ft., passive Perception 9
  • Languages Common, Dwarvish, Undercommon
  • Challenge 5 (1,800 XP)
  • Heightened Spell (3/Day). As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell.
  • Magic Resistance. The witch queen has advantage on saving throws against spells and other magical effects.
  • Sunlight Sensitivity. While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
  • Spellcasting. The witch queen is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
    Cantrips (at will): acid splash, mage hand, message, ray of frost
    1st level (4 slots): burning hands, magic missile, sleep
    2nd level (3 slots): invisibility, spider climb, suggestion
    3rd level (3 slots): blink, fear, lightning bolt
    4th level (2 slots): blight, confusion

Actions

  • Maddening Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen.

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