Blood Witch

(Guildmasters' Guide to Ravnica)

Medium humanoid (any race), Chaotic Evil

Armor Class12, 15 with mage armor
Hit Points78 (12d8 + 24)
Speed30 ft.
STRDEXCONINTWISCHA
16 (+3) 14 (+2) 15 (+2) 13 (+1) 9 (-1) 19 (+4)
Saving ThrowsCha +7, Wis +2
SkillsArcana +4, Intimidation +7, Perception +2, Stealth +5
Damage Vulnerabilities—
Damage Resistancespsychic
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 12
LanguagesAbyssal plus any one language (usually Common)
Challenge7

Traits

Blood Witch Dance.

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.

Devil's Sight.

Magical darkness doesn't impede the witch's darkvision.

Actions

Multiattack.

The witch makes two attacks: one with its longsword and one with its shortsword.

Longsword.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

Shortsword.

Melee Attack Roll: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

Innate Spellcasting

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)