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.
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)