Mister Witch
The Wild Beyond the Witchlight p. 25
- Size
- Medium
- Type
- humanoid (elf, shadar-kai)
- Alignment
- chaotic good
- AC
- 10
- Hit Points
- 82 (11d8+33)
- Speed
- walk 30 ft.
- Saving Throws
- Int +5, Wis +3
- Skills
- Arcana +5, Deception +4, Perception +3
- Resistances
- necrotic
- Senses
- darkvision 60 ft.
- Passive Perception
- 13
- Languages
- Common, Elvish, Sylvan
- Challenge
- 3
Traits
Proficiency Bonus
+2
Fey Ancestry
Witch has advantage on saving throws against being charmed, and magic can't put him to sleep.
Special Equipment
Witch carries and is attuned to the Witchlight watch.
Actions
Multiattack
Witch makes two Cane attacks.
Cane
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.
Spellcasting
While carrying the Witchlight watch, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
- At will: fire bolt, invisibility (after casting, roll a d8; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn), message
Blessing of the Raven Queen (1/Day) (Bonus Action)
Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
recharge
1/DAY
Spells
fire bolt, invisibility, message