Witch Queen

Small Humanoid (derro), chaotic evil

Armor Class 15 (studded leather armor)

Hit Points 77 (14d6+28)

Speed walk +30

Challenge 5

STR
9
-1
DEX
16
+3
CON
14
+2
INT
11
+0
WIS
9
-1
CHA
16
+3

Skills arcana +3, stealth +6

Senses darkvision 120 ft., passive Perception 9

Languages Common, Dwarvish, Undercommon

Special Abilities

Heightened Spell (3/Day). As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell.

Magic Resistance. The witch queen has advantage on saving throws against spells and other magical effects.

Sunlight Sensitivity. While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting. The witch queen is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared: Cantrips (at will): acid splash, mage hand, message, ray of frost 1st level (4 slots): burning hands, magic missile, sleep 2nd level (3 slots): invisibility, spider climb, suggestion 3rd level (3 slots): blink, fear, lightning bolt 4th level (2 slots): blight, confusion

Actions

Maddening Scimitar. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen.

Source: Creature Codex · OGL/Open