5e SRD >Gamemastering >Monsters & Foes >Monsters (Alphabetical) >Monsters (F) >Fey Lords >

Queen of Witches (3PP)




Large fey, neutral

Armor Class 18 (natural armor)
Hit Points 123 (13d10 + 52)
Speed 40 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
22 (+6) 10 (+0) 19 (+4) 16 (+3) 18 (+4) 22 (+6)

Saving Throws Dex +6, Wis +10, Cha +12
Skills Arcana +9, Deception +12, History +9, Insight +10, Perception +10
Damage Resistances fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren’t cold iron
Damage Immunities radiant
Condition Immunities blinded, charmed, frightened
Senses truesight 60 ft., passive Perception 19
Languages Celestial, Common, Draconic, Elvish, Sylvan, Umbral
Challenge 17 (18,000 XP)

Special Traits

  • Absorb the Weave. When she counters or dispels a spell, she heals damage equal to twice the spell level.
  • Innate Spellcasting. Her spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:
  • Magic Resistance. She has advantage on saving throws against spells and other magical effects.
  • Legendary Resistance (3/day). If she fails a saving throw she can choose to succeed instead.
  • Token of Favor. As an action, she can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). She can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if she wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours.

Actions

  • Multiattack. She makes two attacks, or makes one attack and casts a spell.
  • Moonsilver Ring. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon.
  • Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from her.

Legendary Actions

She can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. She regains spent legendary actions at the start of its turn.

  • Attack. She makes one attack.
  • Spell (2 actions). She casts a spell.
  • Teleport. She magically teleports to an unoccupied space she can see within 40 feet.

Lair

The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain’s peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into her home on nights when she doesn’t emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum.

Lair Actions

On initiative count 20 (losing initiative ties), she takes a lair action to cause one of the following effects; she can’t use the same effect two rounds in a row:

  • She causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures she chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by her).
  • A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until she uses this action again or dies.
  • Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead.

Regional Effects

The region containing her lair is warped by the queen’s magic, which creates one or more of the following effects:

  • Calling her name under the light of the moon within 10 miles of her lair draws her attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, she has a connection to the area that allows her to target it with teleportation circle.
  • Despite the weather, the moon is always visible for most of the night within 10 miles of the lair.
  • Cloud cover has many breaks, or the moon’s light sharply penetrates the clouds.
  • Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist.

If she dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.

Section 15: Copyright Notice

Tome of Beasts. Copyright 2016, Open Design; Authors Chris Harris, Dan Dillon, Rodrigo Garcia Carmona, and Wolfgang Baur.