Witch Queen
Creature Codex (3pp) p. 97
- Size
- Small
- Type
- humanoid (derro)
- Alignment
- chaotic evil
- AC
- 15 (studded leather armor)
- Hit Points
- 77 (14d6+28)
- Speed
- walk 30 ft.
- Skills
- Arcana +3, Stealth +6
- Senses
- darkvision 120 ft.
- Passive Perception
- 9
- Languages
- Common, Dwarvish, Undercommon
- Challenge
- 5
Traits
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.
recharge
3/DAY
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. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The witch queen 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
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.
Spells
acid splash, mage hand, message, ray of frost, burning hands, magic missile, sleep, invisibility, spider climb, suggestion, blink, fear, lightning bolt, blight, confusion
Spell Slots
0, 4, 3, 3, 2