Medium Humanoid (Elf), Neutral Evil
Armor Class 14
Hit Points 65 (10d8 + 20)
Speed 30 ft., fly 50 ft.
STR
14 (+2)
DEX
14 (+2)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
10 (+0)
Skills Arcana +4, Deception +2, Insight +2, Persuasion +2
Senses Darkvision 60, Passive Perception 12
Languages Common, Elvish
Challenge 4 (1,100 XP)
Proficiency Bonus +2
Traits

Spellcasting. The Wicked Witch is a 5th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). She has the following spells prepared:

Cantrips (at will): Prestidigitation, Mage Hand, Eldritch Blast

1st-level (4 slots): Witch Bolt, Ray of Sickness, Mage Armor

2nd-level (3 slots): Scorching Ray, Misty Step

3rd-level (2 slots): Fly, Lightning Bolt

Spellcasting Focus. The Witch's broomstick serves as her spellcasting focus.

Broomstick Flight. The Witch can fly on her broomstick at a speed of 50 feet.

Flyby. The Wicked Witch doesn't provoke opportunity attacks when she flies out of an enemy's reach.

Actions

Spell Slots. The Witch of the West has 4 (1d6 + 1) spell slots for 1st-level spells, 3 (1d4 + 1) spell slots for 2nd-level spells, and 2 (1d4) spell slots for 3rd-level spells.

Eldritch Blast. Ranged Spell Attack: +4 to hit, range 120 ft., one target. Hit: 10 (1d10 + 4) force damage.

Witch Bolt. Ranged Spell Attack: +4 to hit, range 30 ft., one creature. Hit: 18 (4d8) lightning damage, and the target is affected by Witch Bolt. On each of the Witch's subsequent turns, she can use her action to deal 1d12 lightning damage to the target automatically, with no attack roll required. The spell ends if she uses her action to do anything else or if the target moves out of the spell's range. The Witch can also end the spell on her turn as an action.

Broomstick Whack. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Monkeys' Summoning. The Wicked Witch can use a bonus action to summon 1d4 flying monkeys to her aid. These monkeys have the statistics of a Swarm of Bats, except they are not vulnerable to radiant damage, and their attacks deal slashing damage. The monkeys remain under her control for up to 1 minute, following her verbal commands. Once used, this ability can't be used again until after a long rest.

Witch's Cackle (Recharge 5-6). The Witch emits a terrifying cackle. Each creature of her choice within 30 feet of her that can hear the cackle must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Kyonks

Comments

Posts Quoted:
Reply
Clear All Quotes