Spellcasting. The witch is a 9th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, minor illusion, ray of frost
1st level (4 slots): false life, shield, witch bolt
2nd level (3 slots): alter self, detect thoughts, invisibility
3rd level (3 slots): dispel magic, sending, stinking cloud
4th level (3 slots): blight, polymorph
5th level (1 slot): animate objects, geas
Soulless. The witch has advantage on saving throws against being charmed or frightened.
Withering Touch. Melee Spell Attack: +6 to hit, reach 5 ft., one creature. Hit: 8 (2d4 + 3) necrotic damage, and the target has disadvantage on its next attack roll.
Corruption. The witch targets one creature she can see within 30 feet of her. The target must succeed on a DC 14 Charisma saving throw. An evil creature makes the saving throw with disadvantage. On a failed save, the creature is charmed by the witch until the start of her next turn. On a successful save, the target becomes immune to the witch's Corruption for the next 24 hours.
Soul Curse (Recharges After a Long Rest). The witch targets a creature she can see within 30 feet of her. If the target is a beast or humanoid, it has to succeed on a DC 14 Wisdom saving throw or be cursed. On a successful save, the target is immune to the witch's Soul Curse for the next 7 days. The witch determines the nature of the curse, choosing from one of the options below. The options also details under which the curse is broken.
Fearful Name. When a creature within 90 feet of the target that it can hear speaks the target's true name, the target takes 5 (1d10) psychic damage. This damage can only be taken once per round in combat. The curse is broken if the target's true name is spoken backwards out loud within 90 feet of the target.
Nature's Bane. Beasts with an Intelligence of 3 or lower are hostile towards the target upon sight. This curse is broken if the target pours goat blood on its face.
Withered Limbs. The target has disadvantage on ability checks and attack rolls that rely on Strength. This curse ends if the target consumes an ape heart.
A remove curse spell cast as a 5th-level spell or higher also ends the effect. The witch can have up to three curses active at any time. If a curse is lifted, the witch immediately takes 22 (4d10) psychic damage.
Description
The Cackling Conclave is a society of mad witches spread operating out of Desemyr. They have many enclaves in the rest of Lorlon, often taking the guise of a circle of druids or a cabal of mages.
Soul Curses. Witches of the Cackling Conclave use their magic to create powerful curses bound to the victim's soul. Very specific measures have to be taken to lift such a curse, but if one succeeds, the witch could die in the process. They use these curses in combat to impose a disadvantage on their enemies, picking a different one depending on the situations.
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