| Mod | Save | ||
|---|---|---|---|
| STR | 11 | +0 | +0 |
| DEX | 14 | +2 | +2 |
| CON | 14 | +2 | +2 |
| Mod | Save | ||
|---|---|---|---|
| INT | 10 | +0 | +0 |
| WIS | 16 | +3 | +5 |
| CHA | 13 | +1 | +1 |
Miasma Aura. A creature that starts its turn within 5 feet of the Chemical Warfare Witch takes 3 (1d6) Poison damage and 3 (1d6) Acid damage.
Toxic Adaptation. The Chemical Warfare Witch is immune to the effects of non-magical and magical gas clouds and vapors (such as Cloudkill or Stinking Cloud).
Toxic Death Throes. When the Chemical Warfare Witch dies, her body ruptures, expelling a 15-foot-radius sphere of pressurized, caustic gas centered on her corpse. The area is heavily obscured until the start of the next round. Each creature in that area must make a DC 13 Constitution saving throw, taking 7 (2d6) Poison damage and 7 (2d6) Acid damage on a failed save, or half as much damage on a successful one.
Corrosive Trench Dagger (Humanoid Form Only). Melee Weapon Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 14 (4d6) Poison damage and gain the Poisoned condition until the end of its next turn. On a successful save, the target takes half as much poison damage and isn't Poisoned.
Spellcasting (Humanoid Form Only). The Chemical Warfare Witch casts one of the following spells, using Wisdom as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At Will:
Acid Splash: DEX save (DC 13), 60 ft., one or two creatures within 5 ft. of each other. Hit: 7 (2d6) Acid damage on a failed save.
Poison Spray: Ranged Spell Attack Roll: +5 to hit, range 30 ft., one target. Hit: 13 (2d12) Poison damage.
2/Day Each:
Tasha's Caustic Brew: DEX save (DC 13), 30 ft. line (5 ft. wide). Each creature takes 5 (2d4) Acid damage at the start of each of its turns until it or an ally uses an action to scrape off the acid.
Ray of Sickness: Ranged Spell Attack Roll: +5 to hit, range 60 ft., one creature. Hit: 9 (2d8) Poison damage, and the target must succeed on a DC 13 CON save or gain the Poisoned condition until the end of the witch's next turn.
1/Day Each:
Melf's Acid Arrow: Ranged Spell Attack Roll: +5 to hit, range 90 ft., one target. Hit: 10 (4d4) Acid damage immediately plus 5 (2d4) Acid damage at the end of its next turn. Miss: Half initial damage only.
Stinking Cloud: 90 ft., 20-foot-radius sphere of yellow-green gas. Heavily obscured. Any creature starting its turn in the cloud must make a DC 13 CON save or spend its action on that turn retching and reeling.
Wither and Bloom: 60 ft., 10-foot-radius sphere. Each creature in the area makes a DC 13 CON save, taking 9 (2d6) Necrotic/Acid damage on a failed save, or half on a success. One creature in the area can also spend a Hit Die to regain HP equal to the roll + 3.
Vapor Step. The Chemical Warfare Witch teleports up to 30 feet to an unoccupied space she can see. To use this bonus action, she must currently be inside, or within 5 feet of, an area heavily obscured by fog, smoke, or a toxic gas cloud (such as Fog Cloud, Stinking Cloud, or a chemical smoke grenade), and the destination must also be inside or within 5 feet of such an area.
Change Shape (2/Day). As a Bonus Action, the Chemical Warfare Witch polymorphs into a Giant Rat, a Swarm of Insects (Cockroaches/Maggots), or back into her true humanoid form.
Her game statistics are the same in each form, except for the following:
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Size & Movement: In Giant Rat form, her size is Small, and she gains a climbing speed of 30 feet. In Swarm form, she can occupy another creature's space and vice versa, can move through any opening large enough for a tiny insect, and has resistance to bludgeoning, piercing, and slashing damage.
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Shared HP & Miasma: She maintains her current Hit Points, Mental Ability Scores (INT, WIS, CHA), saving throws, and her Miasma Aura and Toxic Adaptation traits in all forms.
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Form Attacks: In beast/swarm form, she cannot cast spells or use her Trench Dagger, replacing them with a melee attack (+4 to hit, reach 5 ft., Hit: 4 piercing damage plus 7 poison damage).
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Gear: Any equipment she is wearing or carrying merges into the new form or drops to the ground (witch's choice).
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