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Monsters

Witch of Endor

This is the version published in Silk Road's Guide to Seafaring. View the existing Rules version.

The Witch of Endor is the preeminent practitioner of magic in the first century. Her arcane pursuits have earned her many powerful enemies throughout history, and the era of the silk road finds her pursuing various mysterious and seemingly unrelated goals. For more information on the history and motivations of the Witch, see The Adventurer’s Guide to the Bible.

Opportunistic Meddler. The Witch of Endor will likely see the party as easily manipulated agents of chaos that she can use to further her plans. If the party deals with her in good faith, The Witch can be a powerful patron and ally. If the party attempts to betray or lie to her, she can be an equally powerful enemy. For more on how the Witch might fit into your adventure, see random encounter “The Witch” on page 95.

Witch of Endor

Medium humanoid, lawful neutral

Armor Class: 17 (natural armor)

Hit Points: 114 (12d12 + 36)

Speed: 30 ft.

STRDEXCONINTWISCHA
9 (-1)14 (+2)16 (+3)18 (+4)14 (+2)16 (+3)

Saving Throws: INT +7, WIS +8, CHA +7

Skills: Arcana +8, Insight +6, Perception +6, Religion +8

Senses: passive perception 16

Challenge: 7 (2,900 XP) Proficiency: +4

Features

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

Spellcasting: The witch is a 12th-level spellcaster. Her spell-casting modifier is Intelligence (DC 16, +8 to hit), and she has the following spells prepared.

At Will: light, mage hand, mending, message

1st level (4 slots): find familiar, identify, witch bolt

2nd level (3 slots): levitate, locate object

3rd level (3 slots): counterspell, gaseous form

4th level (3 slots): phantasmal killer, polymorph

5th level (2 slots): contact other plane, scrying

6th level (1 slot): monsoon

Actions

Bolt: Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 26 (4d12) force damage.

Reveal Soul: The witch targets a creature she can see within 60 feet, forcing it to make a DC 15 Constitution saving throw. On a failed save, the appearance of the target is changed to reflect the corruption of its soul, and its various sins and vices take physical form as disfigurements of its body. A creature that is living in accordance with moral values is immune to this effect. These changes last forever, or until the creature genuinely repents of its actions, at which time the disfigurements recede after 1d4 days. Each time a creature affected in this way sees its reflection or is otherwise reminded of the transformation, it takes 3d6 psychic damage. A creature that succeeds on the saving throw is immune to this effect for 24 hours.

Legendary Actions

The witch can take 3 legendary actions, choosing from the options below. Only one legendary action option may be used at a time, and only at the end of another creature’s turn. The witch regains spent legendary actions at the start of her turn.

Detect: The witch makes a Perception check.

Teleport (costs 2 actions): The witch magically teleports to an unoccupied space she can see within 120 feet.

Spell (costs 3 actions): The witch casts a spell of 3rd level or lower from her list of prepared spells.

Source attribution and license

Silk Road's Guide to Seafaring, printed pages 210.