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Witch of the Woods

Medium humanoid (any race), any chaotic or evil alignment

Armor Class 15 (natural armor)

Hit Points 60 (10d8 + 10 + 5)

Speed 40 ft., climb 40 ft., swim 40 ft.

11 (+0) 14(+2) 12 (+1) 13 (+1) 14 (+2) 17 (+3)

Saving Throws Wis +5, Cha +6; –1 on saving throws against confusion, insanity, and madness

Skills Arcana +4, Nature +4, Yog-Sothothery +5

Senses passive Perception 12

Languages any two languages

Challenge 7 (2,900 XP)

Special Traits

  • Alien Perspective. The witch has advantage on saving throws against effects that would give it the charmed condition, frightened condition, insanity, confusion, madness, or any effect that would cause its actions to be erratic or randomly determined.
  • Innate Spellcasting. The witch’s spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:
    • At will: false life*, jump, speak with animals, speak with dead

*The witch casts this spell before combat.

  • Spellcasting (Pact Magic). The witch is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following warlock spells:
    • Cantrips (at will): minor illusion, poison spray, prestidigitation, true strike
    • 1st–5th level (2 5th-level slots): alter self, bestow curse (1/day), blight, confusion, contagion, cure wounds, fly, greater invisibility, polymorph (can be a monstrosity), suggestion, teleportation circle


  • Multiattack. The witch casts a spell (expending a use or spell slot as normal). It then makes two attacks.
  • Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage.
  • Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.


  • Mutant Defiance. When a creature within 5 feet of the witch damages it, the witch makes a claw attack against that creature.


A witch of the woods has been physically transformed by the gifts of an Elder Influence patron. Such a witch often works for cults in wilderness areas, venturing into urban areas only as necessary to gather resources or sacrifices for the cult. Depending on one’s alignment, a witch might not revere a patron, but rather serve it in payment for power that the witch wants for unrelated reasons. Witches of the woods most often work for Chaugnar Faugn, Ithaqua, Mother Hydra, Nyarlathotep, Shub-Niggurath, Yig, or Yog-Sothoth.

Section 15: Copyright Notice

Sandy Petersen’s Cthulhu Mythos, © 2018, Petersen Games; Authors: Sandy Petersen, David N. Ross, James Jacobs, Arthur Petersen, Ian Starcher.