Medium Humanoid (Shapechanger), Neutral
Armor Class 14 (natural armor)
Hit Points 16 (3d8 + 3)
Speed 30 ft.
STR
12 (+1)
DEX
14 (+2)
CON
13 (+1)
INT
15 (+2)
WIS
14 (+2)
CHA
13 (+1)
Skills Arcana +4, Deception +3, Perception +3, Stealth +4
Senses Darkvision 60 ft., Passive Perception 14
Languages Common Giant, Primordial, Sylvan
Challenge 1/2 (100 XP)
Proficiency Bonus +2
Traits

Homeland Advantage. whenever the Witch is within 300 feet of their lair, they get advantage on stealth, nature, perception, and survival checks.

Innate Spellcasting. The Witch's innate spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). They're a 4th level caster, and can cast the following spells:

At will: dancing lights, minor illusion, acid splash,spare the dying.

1st (4 slots): goodberry, detect magic, identify, command, ray of sickness, fog cloud, silent image.

2nd (3 slots): alter self, misty step, augury, phantasmal force, suggestion.

Paranoid & Prepared. The Witch always has the following items on their person:

3 doses of basic poison, 2 bags of ball bearings, 1 bag of caltrops, and 1d4+6 goodberries (they can use up to 5 on themselves or another creature as an action). 

Actions

Multiattack. the common witch can make 2 dagger or claw attacks, or cast a cantrip and use one item.

Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Claws.(Alter self form only) Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)

Illusory Appearance. The Witch covers themself and anything they are wearing or carrying with a magical illusion that makes them look like another creature of their general size and humanoid shape. The illusion ends if the Witch takes a bonus action to end it or if they die.

The changes wrought by this effect fail to hold up to physical inspection. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the witch is disguised.

Description

The Common Witch is a reclusive individual, consorting with all those who want to do business with her... or the underling of a hag who helps them to bring about her reign of terror. Either way, people don't easily trust them, no matter the creed.

Lair and Lair Actions

A Witch's lair is thick with smoke from incense, crowded with odd reagents, alchemical tools, notes, animals -living and dead- and a nook for them to sleep near their familiar's perch. Sometimes, kitchens and laboratories are unanimous; for better or for worse. it's not uncommon for a scavenger to find a minor magic item or two laying around that they study or have created.

Monster Tags: Hag

Habitat: ForestHillMountainSwampUrban

adhd_Artificer

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