Witch Queen
Small Humanoid chaotic evil
- Armor Class: 15 (studded leather armor)
- Hit Points: 77 (14d6+28)
- Speed: walk 30 ft.
- Challenge Rating: 5 (1,800 XP)
- Source: Creature Codex, page 97
| STR |
DEX |
CON |
INT |
WIS |
CHA |
| 9 (-1) |
16 (+3) |
14 (+2) |
11 (+0) |
9 (-1) |
16 (+3) |
- Skills: arcana +3, stealth +6
- Senses: darkvision 120 ft., passive Perception 9
- Languages: Common, Dwarvish, Undercommon
Special Abilities
- Heightened Spell (3/Day): As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell.
- Magic Resistance: The witch queen has advantage on saving throws against spells and other magical effects.
- Sunlight Sensitivity: While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
- Spellcasting: The witch queen is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
Cantrips (at will): acid splash, mage hand, message, ray of frost
1st level (4 slots): burning hands, magic missile, sleep
2nd level (3 slots): invisibility, spider climb, suggestion
3rd level (3 slots): blink, fear, lightning bolt
4th level (2 slots): blight, confusion
Actions
- Maddening Scimitar: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen.
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