Medium humanoid, chaotic evil
- Armor Class
- 12, 15
- Hit Points
- 78 (12d8 + 24)
- Speed
- 30 ft.
- Challenge
- 7 (2,900 XP)
- Saving Throws
- Cha +7, Wis +2
- Skills
- Arcana +4, Stealth +5, Perception +2, Intimidation +7
- Damage Resistances
- psychic
- Senses
- darkvision 120 ft., passive Perception 12
- Languages
- Abyssal plus any one language (usually Common)
Traits
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.
Actions
The witch makes two attacks: one with its longsword and one with its shortsword.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
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: