Witch's Heart - All battles with the Winter Witch take place on a unique plane of existence located deep within the Witch's heart.
Spellcasting. The Winter Witch is a 10th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Winter Witch has following Druid spells prepared:
1st level (4 slots): Frostbite, Ray of Frost
2nd level (3 slots): Snowball Swarm
3rd level (2 slots): Chromatic Orb, Summon Ice Mephit - roll 1d4 for number summoned.
4th level (2 slots): Ice Storm
Actions/turn - The Winter Witch has 3 actions per turn to utilize.
Multiattack - The Winter Witch can choose to use her turn to do 3 melee attacks. If she chooses to do melee attacks for a turn, she must use all 3 actions for melee attacks. She attacks with a sword made of hardened crystallized ice. The sword does 3d4 damage per attack. If all 3 attacks hit a single target, that target must make a dexterity saving throw, DC 13, or be stunned for their next turn. The Winter Witch has +5 to hit on melee attacks.
Ice Knife - The Winter Witch can cast Ice Knife freely, without using spell slots. When cast, the Winter Witch can cast this once per turn, but choosing to do it at a level 1, 2 or 3 level. Each requiring a use of another action of her 3 available.
Any leftover actions unused during her turn can be used to cast other spells available that use spell slots, move, or any other actionable choice within regular 5e rules.
Expert Dodge - At the beginning of the Winter Witch's turn, if she has not taken any damage since her previous turn, she will heal for 2d8 worth of HP.
Ice Spike - Once per round, the Winter Witch can choose to use a reaction to a melee attack. This reaction causes the Winter Witch to create large jagged ice spikes that jut from her body instantly after taking damage. The spike darts directly at the creature who successfully hit her. Creature will take 1d6 of damage and must roll a dexterity saving throw. Creature must succeed a DC 13 Dex save, or they will have disadvantage on their next attack against the Winter Witch. This reaction resets after the end of the Winter Witch's next turn.
The Winter Witch has 2 Legendary actions per initiative round.
Encase Creature (costs 2 legendary actions) - The Winter Witch can summon her control of the ice within her plane and attempt to encase any creature she can see in a solid block of nigh indestructible ice. She will point at the creature and the ice will begin to coalesce around them. The creature must make a dexterity saving throw, DC 16, or be trapped in ice, unable to move or act, until the end of their next turn.
Ice Spear (costs 1 legendary action) - The Winter Witch inhales, breathing in all the pieces of ice and snow that fall around her. These are then breathed out rapidly, creating a projectile ice spear directed at one creature of her choice. She has +5 to hit the creature. The ice spear deals 5d6 of cold damage upon a successful hit.
Description
The Winter Witch is one of four daughters of Gaia. She is the last remaining daughter, that only one that lives in the sense of having her body still intact. She is a powerful humanoid creature who lives in the frigid lands to the Southeast of Austius, where the Arctic conditions keep her body alive. Her mind has been broken for eons, and she wanders aimlessly through the land.
Lair and Lair Actions
When battling the Winter Witch, any creature is sucked into another plane of existence that exists within the heart of the Winter Witch. It is an Arctic lair that exhibits an icy landscape extending in all directions infinitely. Creatures in battle with the Winter Witch can only escape this plane by defeating the Winter Witch in combat. They can leave through magical means, such as plane shift, but this would not allow them to harm the Winter Witch on another plane. As soon as one attacks the Winter Witch, they are immediately transported to the plane within her heart her stats would reset to their full strength again.
Lair Actions
On initiative count 10, (losing initiative ties), the Winter Witch takes a lair action to cause one of the following effects:
- Frosty Mist - The Winter Witch expels all the extraneous ice crystals that constantly form on her skin. These spread throughout the entire battlefield. All creatures within 30ft of the Winter Witch must make a constitution saving throw, beating a DC 15. Upon a successful save they will take have damage of 5d6 cold damage. Upon a failed save, they will take the full and have disadvantage on their next attack against the Winter Witch.
- Snowfall - The Winter Witch causes a superfluous downfall of snow, coating the ground with inches of snow instantly. This effect spreads out in a 60ft radius around the Winter Witch. Any creature caught in the snowfall must make a dexterity saving throw, DC 15. Those who fail will take 4d4 of cold damage, and their movement will be halved until they can make a successful dexterity saving throw at the beginning of their turns. Any creature unable to remove themselves from the snowfall with a successful dexterity saving throw, or by being further than 60ft away from the Winter Witch, will continue to take 1d4 of damage at the beginning of their turn.
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