Mister Witch

Medium humanoid (elf, shadar-kai), chaotic good

Armor Class

10

Hit Points

82 (11d8 + 33)

Speed

walk 30 ft.

Saves

Int +5, Wis +3

Skills

Arcana +5, Deception +4, Perception +3

Damage Resistances

necrotic

Senses

darkvision 60 ft.

Languages

Common, Elvish, Sylvan

Challenge

3

Proficiency Bonus

+2

Fey Ancestry

Witch has advantage on saving throws against being charmed, and magic can't put him to sleep.

Special Equipment

Witch carries and is attuned to the Witchlight watch.

Actions

Multiattack

Witch makes two Cane attacks.

Cane

Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage plus 6 (1d12) necrotic damage.

Spellcasting

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

Blessing of the Raven Queen (Bonus Action) (1/Day)

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.