12 (15 with mage armor)
78 (12d8+24)
walk 30 ft.
Wis +2, Cha +7
Arcana +4, Intimidation +7, Perception +2, Stealth +5
psychic
darkvision 120 ft.
Abyssal plus any one language (usually Common)
7
The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.
Magical darkness doesn't impede the witch's darkvision.
The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components: • At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only) • 1/Day each: circle of death, enthrall, suggestion • 3/Day each: hellish rebuke, hex, scorching ray (at 3rd level)
The witch makes two attacks: one with its longsword and one with its shortsword.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.