Fey Witch - GM Binder

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Fey Witch Legendary Resistance (3/Day).

If the fey witch fails a


saving throw, it can choose to succeed instead.
Medium fey, chaotic neutral
Magic Resistance. The fey witch has advantage on saving
Armor Class 11 (16 with barkskin) throws against spells and other magical effects
Hit Points 127 (15d12 + 30) Manipulate Luck. (1/round). When a fey creature the fey
Speed 30 ft. witch can see within 60 feet of it makes an attack roll,
ability check, or saving throw, the fey witch can grant
advantage on the roll.
STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 14 (+2) 10 (+0) 14 (+2) 20 (+5)
Actions
Shillelagh. Melee Weapon Attack: +8, reach 5 ft., one
Saving Throws Wis +5, Cha +8 target. Hit: 14 (2d8+5) bludgeoning damage.
Skills Intimidation +9, Nature +4, Perception +6
Hex Bolt. Ranged Spell Attack: +8, range 40/80 ft., one
Condition Immunities charmed
target. Hit: 54 (9d10 + 5) psychic damage.
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Sylvan Bonus Actions
Challenge 8 (3,900 XP)
Benevolent Master. The fey witch targets a wisp wolf
Immutable Form. The fey witch is immune to any spell or within 90 feet of it. It magically turns invisible until it
effect that would alter its form. attacks or until the fey witch's concentration ends (as if
concentrating on a spell).
Innate Spellcasting The fey witch's innate spellcasting
ability is Charisma (spell save DC 16). The fey witch can Twisting Fate. Target an creature within 60 ft. that the
innately cast the following spells, requiring no material fey witch can see, it has disadvantage on its next attack
components: roll.
At will: druidcraft, fly, guidance, produce flame Reactions
4/day each: entangle, faerie fire, fog cloud Unravel Magic (Recharge 4-6). When the fey witch sees a
creature within 60 feet of it casting a spell, it can cast
3/day each: barkskin, heat metal, moonbeam, spike
growth counterspell against the creature as a 4th-level spell. If
the fey witch successfully interrupts the spell, the
2/day each: call lightning, daylight, protection from creature is also subjected to dispel magic.
energy

Solitude. Unlike the other creatures in Fey society, the


Fey Witch witch has no calling or purpose. They live a lonely existence,
These flippant fey are the personification of chaos and luck, as normally choosing to reside in thick forests where dryads or
likely to kill an outsider as they would be to befriend or help other fey creatures can be found in an attempt to break the
them. Their hermit like nature often leads to them being longing for home. Due to their natural abilities it is rare for
mistaken with the cruel hags, a comparison they are quick to outsiders to stumble upon them unless they want to be found,
correct, one way or another. adventurers often turn at the last minute or trip over a vine
The lithe creates are seemingly quiet and humble until and miss the fleeting glances of these creatures.
something displeases them. They rarely convene together, so If discovered or curious enough they will try to gain
tempestuous is their magic that in close confines their information about current events or if possible the Feywild.
supernatural abilities can unseam reality.
They keep close company with wisp wolves, whose abilities to

cross the realms helps to witches feel closer to home.


Outcasts. Their supernatural ability to manipulate luck
comes at a high cost, fey witches are rarely allowed to reside
in the Feywild in which they were born. The volatility of their Artwork
power meaning they have to be kept apart or risk the The artwork used is property of Steve Argyle and Wizard of the
destruction of the Feywild itself. Once a fey witch shows signs Coast, Naya Battlemage and all rights belong too Wizards of
of power maturity there is a feast to honour them before they the Coast, visit http://www.steveargyle.com for more of his
are cast out from the realm never allowed to return.
artwork/prints.

This is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards. Portions of the materials used
are property of Wizards of the Coast. ©Wizards of the Coast LLC.

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