Medium humanoid (elf, shadar-kai), Chaotic Good
| Armor Class | 10 |
|---|---|
| Hit Points | 82 (11d8 + 33) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 11 (+0) | 16 (+3) | 16 (+3) | 13 (+1) | 14 (+2) |
| Saving Throws | Int +5, Wis +3 |
|---|---|
| Skills | Arcana +5, Deception +4, Perception +3 |
| Damage Vulnerabilities | — |
| Damage Resistances | necrotic |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 13 |
| Languages | Common, Elvish, Sylvan |
| Challenge | 3 |
Witch has advantage on saving throws against being charmed, and magic can't put him to sleep.
Witch carries and is attuned to the Witchlight watch.
Witch makes two Cane attacks.
Melee Attack Roll: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.
While carrying the Witchlight watch, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks):
At will: fire bolt, invisibility (after casting, roll a d8; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn), message