Medium humanoid (any race), Chaotic Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 78 (12d8 + 24) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 14 (+2) | 15 (+2) | 13 (+1) | 9 (-1) | 19 (+4) |
| Saving Throws | Cha +7, Wis +2 |
|---|---|
| Skills | Arcana +4, Intimidation +7, Perception +2, Stealth +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | psychic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 12 |
| Languages | Abyssal plus any one language (usually Common) |
| Challenge | 7 |
The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.
Magical darkness doesn't impede the witch's darkvision.
The witch makes two attacks: one with its longsword and one with its shortsword.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)
1 each/day: circle of death, enthrall, suggestion
3 each/day: hellish rebuke, hex, scorching ray (at 3rd level)