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.
Innate Spellcasting. The witch’s innate spellcasting ability is Charisma (spell save DC 15, +6 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: blood puppet, blood force trauma, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death,blades of blood, blood shatter
Multiattack. The witch makes two attacks: one with its longsword and one with its bloodmace.
Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Blood Mace. Simple Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
On a natural 20 attack roll, target must make a DC 15 dex save or suffer the violent removal of a limb. (Roll D4: 1=left arm, 2=right arm, 3=left leg, 4=right leg or appropriate limb depending on encounter). Successful save and the target keeps a limb with the damage being treated as a normal critical hit.
Description
The Blood Witch wears a Ring of Teleportation on her right ring finger.
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