14
187 (22d8 + 88)
walk 30 ft., fly 60 ft. (hover)
str +9, con +10, int +10, wis +9, cha +12
arcana +10, athletics +9, insight +9, investigation +10, perception +15
Cold, Force, Lightning, Necrotic
poison; bludgeoning, piercing, and slashing from nonmagical attacks
Charmed, Exhaustion, Frightened, Paralyzed, Poisoned
truesight 120 ft.
the languages it knew in life
20
+6
The widow's spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). It can innately cast the following spells, requiring no material components: • At will: eldritch blast (four beams), expeditious retreat *, mage armor *, mage hand • 3/Day each: blight, disintegrate, haste, misty step, shield, slow, see invisibility • 1/Day each: eyebite, foresight *, freedom of movement, power word stun, teleport, time stop, wall of force *The widow casts these spells before combat.
The widow takes one additional action.
The widow can choose to be unaffected by effects that modify time or change its speed. The widow can affect others frozen in a time stop or other stasis-like effects.
If the widow fails a saving throw, it can choose to succeed instead.
The widow regains 25 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of the widow's next turn. The widow's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.
The widow has advantage on saving throws against any effect that turns undead.
The widow uses disintegrating touch and withering gaze.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 16 (3d6 + 6) force damage and the target must succeed on a DC 20 Constitution saving throw or have their speed decreased by 15 feet for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The effects are cumulative.
A creature within 30 feet that the widow can see suffers 21 (6d6) necrotic damage.
The widow casts eldritch blast.
The widow teleports to a space it can see within 30 feet and uses disintegrating touch before or after it teleports.
All creatures within 20 ft. of the widow must succeed on a DC 20 Constitution saving throw or be paralyzed until the end of the creature's next turn.