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).

Every licence notice Tavern Bag relies on.