Tasha the Witch
Vecna: Eve of Ruin p. 252
- Size
- Medium
- Type
- humanoid (human, wizard)
- Alignment
- chaotic neutral
- AC
- 19 (robe of the archmagi)
- Hit Points
- 210 (28d8+84)
- Speed
- walk 30 ft.
- Saving Throws
- Wis +7, Cha +12, Int +12
- Skills
- Persuasion +12, Arcana +18, History +12
- Condition Immunities
- charmed, frightened
- Passive Perception
- 11
- Languages
- Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Sylvan
- Challenge
- 19
- Lineage
- Tasha
Traits
Proficiency Bonus
+6
Special Equipment
Tasha wears a Robe of the Archmagi.
Legendary Resistance (3/Day)
If Tasha fails a saving throw, she can choose to succeed instead.
recharge
3/DAY
Magic Resistance
Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.)
Actions
Multiattack
Tasha makes two Caustic Blast attacks and uses Psychic Whip once.
Caustic Blast
Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6) acid damage.
Psychic Whip
Tasha psychically lashes out at one creature she can see within 90 feet of herself. The target must make a DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the stunned condition until the start of Tasha's next turn. On a successful save, the target takes half as much damage only.
Spellcasting
Tasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):
- At will: Detect Magic, Disguise Self, Dispel Magic, Light, Mage Hand, Message, Prestidigitation, Tasha's Hideous Laughter
- 2/day: Polymorph
- 1/day each: Maze, Telekinesis
Abyssal Visage (2/Day) (Bonus Action)
For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the poisoned condition, and has advantage on attack rolls against any creature that doesn't have all its hit points. These benefits end early if Tasha has the incapacitated condition or if she uses another bonus action to dismiss them.
recharge
2/DAY
Reactions
Arcane Rebuff
Immediately after Tasha takes damage, she unleashes arcane energy in a 10-foot-radius sphere centered on herself. All other creatures in that area must make a DC 20 Dexterity saving throw, taking 19 (3d12) lightning damage on a failed save or half as much damage on a successful one. Tasha then teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.
Spells
detect magic, disguise self, dispel magic, light, mage hand, message, prestidigitation, tasha's hideous laughter, polymorph, maze, telekinesis