Monster
Mister Witch
Outside your table’s allowed sources
Official reference · WBtW · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 10
- Hit points
- 82 (11d8 + 33)
- Speed
- Walk 30 ft.
- Challenge rating
- 3
- Alignment
- Chaotic Good
- Strength
- 14
- Dexterity
- 11
- Constitution
- 16
- Intelligence
- 16
- Wisdom
- 13
- Charisma
- 14
- Passive Perception
- 13
- Saving Throws
- int: +5; wis: +3
- Skills
- arcana: +5; deception: +4; perception: +3
- Senses
- darkvision 60 ft.
- Languages
- Common, Elvish, Sylvan
- Resistances
- necrotic
Traits
Fey Ancestry
Witch has advantage on saving throws against being charmed, and magic can't put him to sleep.
Special Equipment
Witch carries and is attuned to the Witchlight watch.
Actions
Multiattack
Witch makes two Cane attacks.
Cane
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.
Bonus actions
Blessing of the Raven Queen (1/Day)
Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
While carrying the Witchlight watch, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At will: fire bolt, invisibility (after casting, roll a d8; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn), message