Medium Humanoid (Any Race), Chaotic Evil
Armor Class 12 (15 with mage armor)
Hit Points 162 (25d8 + 50)
Speed 30 ft.
STR
16 (+3)
DEX
14 (+2)
CON
15 (+2)
INT
13 (+1)
WIS
9 (-1)
CHA
19 (+4)
Saving Throws WIS +2, CHA +7
Skills Arcana +4, Intimidation +7, Perception +2, Stealth +5
Damage Resistances Psychic
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal plus any one language (usually Common)
Challenge 7 (2,900 XP)
Proficiency Bonus +3
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.

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

 
3/day each: hellish rebuke, hex, scorching ray (at 3rd level)
Actions

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.

Monster Tags: Rakdos

SuperD

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