THE SHARED REFERENCE Adventurer

Monster

Blood Witch

Outside your table’s allowed sources

Official reference · GGR · 2014

Creature type
Humanoid
Size
Medium
Armor class
12, 15
Hit points
78 (12d8 + 24)
Speed
Walk 30 ft.
Challenge rating
7
Alignment
Chaotic Evil
Strength
16
Dexterity
14
Constitution
15
Intelligence
13
Wisdom
9
Charisma
19
Passive Perception
12
Saving Throws
wis: +2; cha: +7
Skills
arcana: +4; intimidation: +7; perception: +2; stealth: +5
Senses
darkvision 120 ft.
Languages
Abyssal plus any one language (usually Common)
Resistances
psychic

Traits

Blood Witch Dance

The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.

Devil's Sight

Magical darkness doesn't impede the witch's darkvision.

Actions

Multiattack

The witch makes two attacks: one with its longsword and one with its shortsword.

Longsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Shortsword

Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Innate Spellcasting

The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:

At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)

1/day each: circle of death, enthrall, suggestion

3/day each: hellish rebuke, hex, scorching ray (at 3rd level)

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