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
STR
14
+2
DEX
11
+0
CON
16
+3
INT
16
+3
WIS
13
+1
CHA
14
+2

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

Other data

description