AC 14 (natural armor)
HP 38 (5d8+15; bloodied 19)
Speed 30 ft.
Proficiency +2; Maneuver DC 14
Senses passive Perception 12
Languages Common
Innate Spellcasting. The witch's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells,
requiring no material components:
At will: acid splash , shocking grasp ; ray of enfeeblement , fire bolt
ACTIONS
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 2d6+4 slashing damage.
Unseen Watcher. A witch may choose to become invisible as a bonus action as long as she takes no other actions and does not move on the turn she becomes invisible. Moving or taking any actions ends the invisibility effect.
Magical Disguise. As an action, the witch may cast disguise self at will. This effect is permanent, unless she chooses to end it as a bonus action.
Witches form pacts with supernatural entities to cast spells. They typically live as recluses, but from time to time a witch can be found within a settlement.
Humanoids include a number of different intelligent, language-using bipeds of Small or Medium size. Humans and elves are humanoids, and so are orcs and goblins. Humanoids may employ magic but are not fundamentally magical—a characteristic that distinguishes them from bipedal, language-using fey, fiends, and other monsters. Humanoids have no inherent alignment, meaning that no humanoid ancestry is naturally good or evil, lawful or chaotic.