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 16 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch’s choice.
Blood Witch Sacrifice. The witch can use a bonus action to control the actions of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 16 Charisma saving throw at advantage or use its reaction to inflict melee damage upon itself.
Sacrificial Rites. The witch can imbue her Spiked Chain Hook with the magical power of her own blood. Taking (12) points of damage, as she coats the weapon in her own blood. Enhancing its combat ability with an extra (1d8) die of necrotic damage.
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 16, +8 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level)
Spiked Chain Hook. Melee Weapon Attack: +6 to hit, reach 10 ft., 1 target. Hit: 6 (1d6 + 3) Piercing damage.
Sacrificial Rites Spiked Chain Hook. Melee Weapon Attack: +6 to hit, reach 10ft., 1 target. Hit: 6 (1d6 + 3) Piercing damage & 4 (1d8) Necrotic.
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