14 (natural armor)
21 (6d6)
walk 25 ft., burrow 15 ft.
Arcana +4, Survival +4
Abyssal, Birdfolk, Hedge, can also speak with beasts of any size which represent spiders insects worms or other bugs
1
+2
The witch is a 2nd-level spellcaster. Their spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). The witch has the following warlock spells prepared: • Cantrips (at will): eldritch blast, minor illusion • 1st level (2 slots): charm person, hellish rebuke, unseen servant
When the witch reduces a hostile creature to 0 hit points, the witch gains 5 temporary hit points.
When the witch hits a creature with eldritch blast, they can push the creature up to 10 feet away in a straight line.
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with both hands.
Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
The witch can cast false life at will as a 1st-level spell.
The witch curls up into a spiny ball. While curled up in this way they cannot move, attack, or cast spells with somatic components, and their base armor class becomes 19. Any creature that misses the witch with a melee attack while they are curled up takes 2d4 points of piercing damage from their sharp quills. If a creature hits the witch while they are curled up, however, the witch is knocked prone in their space at the end of the turn. The witch may uncurl themselves at any point during their turn.