Medium Humanoid (Any Race), Any Alignment
Armor Class 16 Natural armor
Hit Points 77 (14d8 + 14)
Speed 30 ft.
STR
10 (+0)
DEX
15 (+2)
CON
12 (+1)
INT
17 (+3)
WIS
18 (+4)
CHA
12 (+1)
Saving Throws INT +6, WIS +7
Skills Arcana +6, Intimidation +4, Medicine +7, Perception +7
Damage Resistances Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Senses Darkvision 120, Passive Perception 17
Languages Common and any three other languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

9 Lives. If the Black Cat Witch is reduced to 0 hit points she can take one of their fey black cat's lives to regain 22 (4d10) hit points. If the fey black cat is reduced to 0 lives, the cat dies permanently and the witch's power is reduced to that of a commoner until they find a new fey black cat.

Beneficiary of Misfortune. The Black Cat Witch is bound to a pact with the elusive fey black cat. The cat has 9 lives and is a familiar to the witch that grants them fey powers.

Fey Ancestry. The Black Cat Witch has advantage on saving throws against being charmed, and magic can't put the Black Cat Witch to sleep.

Misty Escape (3/Day). The Black Cat Witch can teleport up to 60 ft. using a bonus action

Innate Spellcasting. The Black Cat Witch's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks).They can innately cast the following spells, requiring no material components:

3/day each: faerie fire, hex, sleep
Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

Invisibility. The Black Cat Witch magically turns invisible until they attack or cast a spell, or until their concentration ends (as if concentrating on a spell). Any equipment the Monster wears or carries is invisible with them.

Illusory Appearance. The Black Cat Witch covers themselves and anything they are wearing or carrying with a magical illusion that makes them look like another creature of their general size and shape. The effect ends if the Monster takes a bonus action to end it or if they die.

The changes wrought by this effect fail to hold up to physical inspection. A creature must take an action to visually inspect the illusion and succeed on a DC 14 Intelligence (Investigation) check to discern that the Monster is disguised.

Previous Versions

Name Date Modified Views Adds Version Actions
11/19/2020 5:56:41 AM
16
2
1
Coming Soon
11/19/2020 1:23:01 PM
12
2
1.5
Coming Soon

Habitat: ForestGrasslandHillMountainSwampUnderdarkUrban

kittymizfitty

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