Medium Humanoid, Chaotic Neutral
Armor Class 15 Natural Armor
Hit Points 90 (15d6 + 30)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
16 (+3)
CHA
16 (+3)
Saving Throws INT +8, WIS +6
Condition Immunities Charmed, Frightened
Senses Darkvision, Passive Perception 16
Languages Abyssal, Common, Elvish
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Animals of the City. Witch's have the ability to comprehend and verbally communicate with beasts that dwell within the city they reside in. 

Innate Spellcasting. The Witch's innate spellcasting ability is Intelligence (Spell save DC 16, + 6 to hit with spell attacks). She may cast the following spells requiring no material components.

Cantrips: Thaumaturgy, Prestidigitation

At will: Detect Magic, Witch Bolt, Sending

2/ day each: Blink, Animate Objects  

Magic Resistance. The Witch has advantage on saving throws against spells and other magical effects. 

Shared Spellcasting. While all three members of a Witch coven are within their lair, they can each cast the following spells but must share the spell slots among themselves:

1st level (4 slots): Catapult, Fog Cloud

2nd level (3 slots): Hold Person, Locate Object

3rd level (3 slots): Clairvoyance, Hypnotic Pattern, Remove Curse

4th level (3 slots): Banishment, Hallucinatory Terrain

5th level (2 slots): Bigby's Hand, Scrying

6th level (1 slot): Contingency

 

Actions

Ritual Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 2) piercing damage.

Here boy! As an action the Witch reaches out toward dark corners in the surroundings and summons two Shadow Mastiff's that will defend her. 

Eyes of Zariel. As an action the Witch pulls magic from the Nine Hells granting her Devil's Sight. For 10 minutes the Witch can see through magical darkness.  

 

Lair and Lair Actions

A Witch's lair is their home, could be any house or manor that they reside in. One can find all the amenities a person needs to live comfortably here as well as many tools and ingredients one may find in a doctors office or apothecary. Animals come and go as they please, birds, cats, raccoons and other small city dwelling beasts come and trade information to the Witches for food and a safe haven.  

Lair Actions

On initiative count 20 (losing initiative ties), the Witch takes a lair action to cause one of the following effects; the Witch can’t use the same effect two rounds in a row:

  • Room Shift, the rooms within the Witch's lair shift and separate and the layout changes. This could separate not only any invaders but the Witches as well.   
  • The Witches work together to cast Cloud of Daggers by animating the utensils around their home. 
  • One of the Witches shouts 'Lights Out' and all the lights in their home turn off and fill the rooms with magical darkness. The darkness fades as the lights turn back on at the start of the next round.    

Regional Effects

The region containing a Witch's Coven is effected only subtly. The following effects occur within the city or town the Witch's Coven is in. 

  • Small animals such as birds, rats, raccoons, foxes, cats that may scavenge in the city act as eyes and ears for the Witches. Bringing them information in exchange for food and shelter.
  • The Witches work together to cast Control Weather within a mile of their coven. Creating clear skies and removing smog from pollution. 

If the Witches die or the coven is abandoned, these effects fade over the course of 1d6 days.

Previous Versions

Name Date Modified Views Adds Version Actions
1/12/2020 5:05:18 PM
7
0
1.0
Coming Soon
1/16/2020 12:10:45 AM
24
0
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Coming Soon

Habitat: Urban

TuckerH

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