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Fetid Witch

Challenge
str
14
dex
14
con
14
int
14
wis
14
cha
6

AC 12
HP 39 (6d8 + 12; bloodied 19)
Speed 30 ft.


Proficiency +2; Maneuver DC 12
Saving Throws Con +4, Wis +4
Skills Animal Handling +4, Medicine +4, Nature +4, Perception +4
Senses passive Perception 14
Languages Common, Druidic


Carrier. The witch can contract and spread diseases , but never suffers any of their ill effects.

Spellcasting . The witch is a 4th level spellcaster. Their spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). They have the following druid spells prepared:

Cantrips (at will): druidcraft , mending

1st-level (4 slots): animal friendship , entangle

2nd-level (3 slots): hold person , spider climb

Vermin Master. When the witch casts a spell that targets only a rat, bat, or insect, she can cast it at its lowest level without expending a spell slot. She can communicate telepathically with any such creature within 10 miles.


ACTIONS

Staff of Squalor. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or contract sewer plague .

Rupture. The witch targets the corpse of a rat within 60 feet, causing it to explode. Creatures within 10 feet of the explosion make a DC 12 Constitution saving throw . On a failed save, the target takes 7 (2d6) thunder damage and is poisoned for 1 minute. On a success, the creature takes half damage and isn’t poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Entangle (1st-Level; V, S, Concentration ). Vines erupt in a 20-foot square centered on a spot on the ground within 120 feet. The area is difficult terrain for 1 minute. Each creature in the area when the spell is cast makes a DC 12 Strength saving throw . On a failure, it is restrained by vines. A creature restrained in this way can use its action to make a DC 12 Strength check, freeing itself on a success.

Hold Person (2nd-Level; V, S, M, Concentration ). One humanoid within 60 feet that the witch can see makes a DC 12 Wisdom saving throw . On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success.


BONUS ACTIONS

Poison Cloud (Recharge 4–6). Poison gas appears in a 5-foot radius around a point the witch can see within 30 feet. Each creature that enters the cloud for the first time on a turn or starts its turn there makes a DC 12 Constitution saving throw . On a failure, it takes 4 (1d8) poison damage and its speed is halved until the end of its next turn. On a success, it takes half damage and its speed isn’t reduced

Monster Type Description

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.