Large Monstrosity, Unaligned
Armor Class 19 Natural armor
Hit Points 231 (22d10)
Speed 30 ft., fly 50 ft.
STR
14 (+2)
DEX
22 (+6)
CON
21 (+5)
INT
13 (+1)
WIS
9 (-1)
CHA
21 (+5)
Saving Throws DEX +12, INT +7, WIS +5, CHA +11
Skills Acrobatics +11, Perception +5
Damage Vulnerabilities Cold, Psychic
Damage Resistances Necrotic; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Damage Immunities Fire
Senses Darkvision, Passive Perception 16
Languages Can say and understand a few specific words in Common.
Challenge 17 (18,000 XP)
Proficiency Bonus +6
Traits

Heart of Aris. The Red Witch alone understands the Will of Rebirth, and her flames can burn away anything, even metaphysical concepts, with specificity.

Neamian Anathema. The Red Witch has been warped by the Blood of Neamh. She cannot remember her previous life save for important moments, cannot recognize her own physical form, and acts on instinct and habit.

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

Actions

Multiattack. The Red Witch makes three attacks using Precipice Art. The Witch can replace one of the attacks with a use of Indiscriminate Flames.

Precipice Art. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 6) piercing damage.

Indiscriminate Flames. The Red Witch unleashes the burning red flames in her Heart. Choose from one of the following effects:

  • The Witch makes a melee spell attack (+11 to hit) against a creature within 5 ft. On a hit, the flames deal 18 (4d6 +6) fire, psychic, necrotic, or radiant damage.
  • The Witch undoes one attack she suffered within the last round. She regains a number of hit points equal to the number of hit points she lost to that attack.
  • The Witch burns away the workings of a spell. The Witch ends one magical effect she can see. If the effect was being maintained through concentration on a spell, the original spellcaster takes 12 (2d6 +5) psychic damage from the recoil.

Radiant Monarch (Recharge 5-6). Cascading orange flames erupt from the Heart of the Red Witch. Each creature within 25 ft. of the Witch must make a DC 19 Dexterity saving throw. On a failed save, a creature takes 28 (5d8 +6) or half as much on a success.

Bonus Actions

Scarlet Riposte. As a bonus action, the Red Witch ignites one of her appendages. Her next Precipice Art attack is boosted by 1d6.

Legendary Actions

The Red 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 her turn.

Regency. The Red Witch moves up to her walking speed.

Precipice Art. The Red Witch attacks using Precipice Art.

Indignant Scales (Costs 2 Actions). The Red Witch beats her wings, shaking off glass scales. Each creature within 10 feet of the Witch must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) half-fire-half-slashing damage and be knocked prone. The Witch can then fly up to half of her flying speed.

Description

Once the Queen of Crimilia, this ancient being of unfathomable strength has become warped beyond recognition. A tall, imposing figure, the Witch is covered in red, swirling scars, and any regal ornamentation has been permanently melded to her form. With her pointed limbs, ornate, glass-like wings, and unflinching red flames, the Red Witch has been the scourge of the Gloaming Weald for the past 30 years.

thegoodjor

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