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
STR
9
−1
DEX
16
+3
CON
14
+2
INT
11
+0
WIS
9
−1
CHA
16
+3

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

Other data

description