Medium humanoid, chaotic good
- Armor Class
- 10
- Hit Points
- 82 (11d8 + 33)
- Speed
- 30 ft.
- Challenge
- 3 (700 XP)
- Saving Throws
- Int +5, Wis +3
- Skills
- Arcana +5, Deception +4, Perception +3
- Damage Resistances
- necrotic
- Senses
- darkvision 60 ft., passive Perception 13
- Languages
- Common, Elvish, Sylvan
Traits
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.
Actions
Witch makes two Cane attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.
Bonus Actions
Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.
Spellcasting
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):