Witch Queen
Witch Queen
Small humanoid, chaotic evil
- Armor Class 15 (studded leather armor)
- Hit Points 77 (14d6+28)
- Speed 30 ft.
- STR
9 (-1) - DEX
16 (+3) - CON
14 (+2) - INT
11 (+0) - WIS
9 (-1) - CHA
16 (+3)
- Skills Arcana +3, Stealth +6
- Senses darkvision 120 ft., passive Perception 9
- Languages Common, Dwarvish, Undercommon
- Challenge 5 (1,800 XP)
- 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.