Corrupted Frog Witch

Medium fey, chaotic evil

Armor Class

19 (natural armor)

Hit Points

168 (16d8 + 96)

Speed

30 ft., swim 40 ft.

Saves

Dex +11, Wis +13, Cha +10

Skills

Deception +10, Perception +13, Stealth +11

Damage Immunities

poison

Condition Immunities

charmed, poisoned

Senses

darkvision 60 ft.

Languages

Sylvan, Common, Primordial

Challenge

17

Amphibious

The Frog Witch can breathe air and water.

Extraordinary Leap

The distance of her long jump is tripled; every foot of her walking speed that she spends on the jump allows her to move 3 feet.

Innate Spellcasting

The Frog Witch's innate spellcasting ability is Wisdom (spell save DC 21, +13 to hit with spell attacks). She can innately cast the following spells, requiring no components • At will: druidcraft, faerie fire, thorn whip • 3/Day each: animal messenger, counterspell, dispel magic, entangle, fog cloud, pass without trace, speak with plants, spike growth • 1/Day each: blight, confusion, control water, control weather, dimension door, insect plague, tree stride

Magic Resistance

The Frog Witch has advantage on saving throws against spells and other magical effects.

Magic Weapons

The Frog Witch's attacks are magical.

Speak with Frogs and Toads

The Frog Witch can communicate with frogs and toads as if they shared a language.

Actions

Multiattack

The Frog Witch makes two attacks.

Grim Swamp Staff

Melee Weapon Attack: +11 to hit, reach 5 ft., Hit: 14 (2d8 + 5) bludgeoning damage. It is also the equivalent of a broom of flying. If the staff is lost or destroyed, the Frog Witch must take 1d6 days to craft another.

Tongue of the Toad

Melee Weapon Attack: +11 to hit, reach 5 ft., Hit: 14 (2d8 + 5) piercing damage and the target must make a DC 18 Constitution saving throw and take 24 (7d6) poison damage on a failed save, half as much damage on a successful one.

Croak (Recharge 5-6)

The Frog Witch lets out a thunderous croak in a 60-foot cone. Each creature in that area must make a DC 20 Dexterity saving throw or take 42 (12d6) thunder damage on a failed save, half as much damage on a successful one. Any creatures in this area must also make a successful DC 16 Strength saving throw or be knocked prone.