Witch Queen

Medium humanoid, evil or good

Armor Class 13 (16 with mage armor)
Hit Points 120 (16d8 + 48)
Speed 40 ft., fly 80 ft. (with broom of flying)

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 16 (+3) 20 (+5) 18 (+4) 16 (+3)

Saving Throws Charisma +8, Wisdom +9
Skills Arcana +9, Deception +8, Insight +9, Perception +9, Persuasion +8, Stealth +8
Senses darkvision 60 ft., passive Perception 19
Languages Abyssal, Common, Infernal, Primordial, Sylvan
Challenge 14 (11,500 XP)

Special Traits

Actions

  • Multiattack. The Witch Queen makes two attacks.
  • Dagger. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Evil witches have poisoned daggers, targets must make a successful DC 19 Constitution saving throw or take 24 (7d6) poison damage, half damage on a save.
  • Broom of Flying. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.

Reactions

  • Uncanny Dodge. When an attacker that the Witch Queen can see hits it with an attack, the Witch Queen can use its reaction to halve the attack’s damage against it.

About

The Witch Queen can be appear as any kind of humanoid. They often have familiars with them. The witch’s alignment affects what kind of creature will serve them.

Two Paths. Witches can take one of two paths. There are only good and evil witches.

Spellbooks. As with wizards, witches keep all their spells in a spellbook. If the spellbook is destroyed, so is their ability to cast spells. However, witches can also continue to add spells to their repertoire if they have their spellbooks.

Bewitched Brooms. Most witches use magical brooms to fly around. They can travel double their speed when mounted on their brooms.

Section 15: Copyright Notice

Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood