A Captive's embrace. The Blood Witch can use its action to summon strength from the blood of its captives healing 5d8 HP.
Multi-attack. The Blood Witch gets 2 attacks.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 10 (2d8 + 4) slashing damage.
Blood bolt. Ranged Weapon Attack: +7 to hit, range 30/60 ft., 1 target. Hit: 18 (3d8 + 6) necrotic damage.
Upon death - the Blood Witch explodes causing 1d6 necrotic damage (DC Dex 15) to anyone within 10ft radius and 1d6 healing to any other Blood Witch within 10ft radius.
Description
Humanoid elderly and hunched over. Lower legs and bare feet are soaked in blood. Clothing is hardened with the dried blood of previous victims. Long sharp nails are the primary melee weapon. When within the layer, the Blood Witch can gather bloodied dirt from the floor and, imbuing it with magic, launch it at an assailant as a blood bolt.
Lair and Lair Actions
Blood Witch Coven Lair
The Blood Witch Coven's lair is usually found underground in natural caves/caverns. The muddy floor is soaked in blood, sticky underfoot and the lair smells of rot and iron. Each layer has a cell/prison block where prisoners are used as an ongoing source of nutrition to the Witches and lair.
As long as a living Blood Witch from the Coven continues to live, the lair is active. As soon as the last Blood Witch is killed, the lair is eliminated.
Lair Actions
On initiative count 1d20+2 (losing initiative ties), the lair takes an action to cause one of the following effects; the lair can’t use the same effect two rounds in a row:
- Summon 1d4 Blood Leeches.
- Blood Drain. The lair draws blood from any non-Coven member located in the Coven. Saving throw: Constitution 15. Upon fail Xd6 (X = # live Witches in the lair) necrotic damage as the lair sucks their blood.
- Blood donation. The lair heals Xd6 (X = # live Witches in the lair) to any living Blood Witch within the lair.
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