Barovian Witch

Barovian Witch CR: 1/2

Medium humanoid, chaotic evil
Armor Class: 10
Hit Points: 3d8+3
Speed: 30 ft

STR

7 -2

DEX

11 +0

CON

13 +1

INT

14 +2

WIS

11 +0

CHA

12 +1

Skills:
  • Arcana +4
  • Perception +2
Senses:
  • Darkvision 60 ft.
  • Passive perception: 12
Languages: Common
Challenge Rating: 1/2

The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:

Actions

Claws (Requires Alter Self). Melee Weapon Attack: 1d20+3 to hit, reach 5 ft., one target. Hit: 4 ( 1d6+2 ) slashing damage. This 1 attack is magical.   Dagger. Melee or Ranged Weapon Attack: 1d20+2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 ( 1d4 ) piercing damage.

The mad women and men known as Barovian witches forge pacts with Dark Powers in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason.    

Pack Rats with Cats.

Barovian witches are obsessive collectors, each believing that almost anything found -- a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance-could be valuable or useful as a spell component, a ritual object, or a potion ingredient. Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.

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