Medium Fey (Elf), Chaotic Evil
Armor Class 17 (natural armor)
Hit Points 160 (20d12 + 48)
Speed 30 ft.
STR
11 (+0)
DEX
16 (+3)
CON
14 (+2)
INT
14 (+2)
WIS
16 (+3)
CHA
20 (+5)
Saving Throws WIS +9
Skills Arcana +16, History +14, Perception +10
Damage Resistances Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Cold, Poison
Condition Immunities Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
Senses Truesight 60 ft., Passive Perception 18
Languages Common, Deep Speech, Elvish, Primordial
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Legendary Resistance (3/Day). If the witch fails a saving throw, it can choose to succeed instead.

Ice Walk. The witch can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn’t cost her extra movement.

Innate Spellcasting. The witch’s innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:

At will: hold person,* ray of frost

3/day each: blight, cone of cold,* ice storm,* wall of ice*

1/day each: control weatherdominate monster

Actions

Freezing Touch. Melee Spell Attack: +12 to hit, reach 5 ft., one creature. Hit: 12 (3d6) cold damage. The target must succeed on a DC 12 Constitution saving throw or their speed is reduced by half, to a minimum of 0ft., for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.

Icy Tomb (Recharge 5-6). When you hit a creature with a melee attack, you encase that creature in ice. The creature becomes petrified in ice for 1 minute, after which the ice melts and breaks up. At the start of each of their turns, the petrified creature can make a DC 18 Constitution saving throw. On a failure, they take 12 (3d6) cold damage. The block of ice has AC 12 and 30 hit points. A creature freed from the ice can only use half of its speed on its next turn.

Legendary Actions

The witch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. The witch regains spent legendary actions at the start of its turn.

Cantrip. The witch can cast one cantrip.

Move. The witch can move up to half its speed without provoking opportunity attacks.

Lure (Costs 2 Actions): The witch fixes its gaze on one creature it can see within 60 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become charmed for 1 minute. A creature charmed by this effect must use its movement to approach The Witch. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the Witch's Lure for the next 24 hours.

Disrupt Life (Costs 3 Actions). Each non-undead creature within 20 feet of the witch must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.

Lair and Lair Actions

The witch’s lair is her palace of stone and ice. On initiative count 20 (losing initiative ties), the witch can take a lair action to cause one of the following magical effects; the witch can’t use the same effect two rounds in a row:

Dark Bond. The witch targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the witch to the target. Whenever the witch takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the witch takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the witch or the target is no longer in the witch’s lair.

Freezing Floor. The floor becomes solid ice filling a 20x20 foot-box centered on a point the witch can see within 60 feet of it. The area becomes slippery and is considered difficult terrain. Any creature that uses half or more of their movement to cross the ice must succeed a DC 10 acrobatics check, or fall prone. Fire created by magical means can melt the ice and return the floor to normal. The icy floor remains until dispelled by the witch or until the witch dies. 

Necrotic Snow. Magical snow begins to softly fall in a 120-foot radius centered on a point the witch can see, accumulating on the ground at a rate of 1 inch per hour. Creatures that are within the radius of the snow must make a DC 10 Constitution Saving throw, or take 1d8 necrotic damage at the beginning of their turn. Creatures may repeat the saving throw at the beginning of their turn. Creatures are immune to the snow after making a successful save.

 

Monster Tags: Hagundead

Habitat: ArcticMountain

Tcsv23

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