Tag: CR10

  • The Hedge Witch

    Small Humanoid, Chaotic Neutral

    Armor Class 16

    Initiative +6 (16)

    Hit Points 162 (25d6 + 75)

    Speed 30 ft.


    STR   7

    Mod (-2) Save (-2)

    DEX   14

    Mod (+2) Save (+6)

    CON   16

    Mod (+3) Save (+7)

    INT    20

    Mod (+5) Save (+5)

    WIS   13

    Mod (+1) Save (+5)

    CHA   12

    Mod (+1) Save (+1)


    Skills Perception + 5

    Senses Darkvision 60 ft.; Passive Perception 15

    Languages Common, Terran

    Challenge 10 (5,900 XP; PB +4)

    Traits


    Devolution Aura. Constitution Saving Throw: DC 17, any creature that starts its turn in a 15-foot Emanation originating from the witch. Failure: 7 (2d6) Necrotic damage, and the target subtracts 1d6 from all D20 Tests until the end of its next turn.

    Legendary Resistance (3/Day). When the witch fails a saving throw, she can choose to succeed instead.

    Actions


    Multiattack. The witch makes three Primal Expulsion attacks.

    Primal Expulsion. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 23 (4d8 + 5) Acid damage.

    Nature’s Wrath. Dexterity Saving Throw: DC 17, each creature in a 60-foot-long, 5-foot-wide Line. Failure: 21 (6d6) Piercing damage plus 21 (6d6) Bludgeoning damage, and the target has the Restrained condition until the end of the witch’s next turn. Success: Half damage only.

    Bonus Actions


    Wild Warp (3/Day). The witch teleports herself up to 30 feet to an unoccupied space the witch can see.

    Legendary Actions


    Legendary Action Uses: 3. Immediately after another creature’s turn, the witch can expend a use to take one of the following actions. The witch regains all expended uses at the start of each of her turns.

    Raining Frogs and Toads. Dexterity Saving Throw: DC 17, Each creature in a 20-foot-radius, 60-foot-high Cylinder centered on a point the witch can see within 90 feet. Failure: 13 (3d8) Poison damage, and the target has the Blinded condition until the end of its next turn. Failure or Success: The witch can’t take this action again until the start of her next turn.

    Wild Aggression. The witch makes one Primal Expulsion attack.

    Credit: Ivo Hoying