Witch Queen
Small Humanoid, chaotic evil. CR 5, AC 15, 77 HP. Traits: Heightened Spell, Magic Resistance, Sunlight Sensitivity, Spellcasting.
- Armor class
- 15
- Hit points
- 77
- Challenge
- 5
- Creature type
- Humanoid
- Size
- Small
- Alignment
- chaotic evil
Stat block
- Cha
- 16
- Con
- 14
- Dex
- 16
- Int
- 11
- Str
- 9
- Wis
- 9
- Speed
- Walk: 30
- Senses
- darkvision 120 ft., passive Perception 9
- Skills
- Arcana: 3; Stealth: 6
- 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.
- Languages
- Common, Dwarvish, Undercommon
- Special abilities
- 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
Source and licence
From Creature Codex.
Licence: Open Game Content (OGL 1.0a).