10
82 (11d8 + 33)
walk 30 ft.
Int +5, Wis +3
Arcana +5, Deception +4, Perception +3
necrotic
darkvision 60 ft.
Common, Elvish, Sylvan
3
+2
Witch has advantage on saving throws against being charmed, and magic can't put him to sleep.
Witch carries and is attuned to the Witchlight watch.
Witch makes two Cane attacks.
Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.
While carrying the Witchlight watch, Witch casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting ability (spell save DC 13, +5 to hit with spell attacks): • At will: fire bolt, invisibility (after casting, roll a d8; on a roll of 3 or 8, Witch can't cast the spell again until the next dawn), message
Witch magically teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. Until the start of his next turn, he appears ghostly and gains resistance to all damage.