Tasha the Witch

Medium humanoid (human, wizard), chaotic neutral

Armor Class

19 (robe of the archmagi)

Hit Points

210 (28d8 + 84)

Speed

30 ft.

Saves

wis +7, cha +12, int +12

Skills

persuasion +12, arcana +18, history +12

Condition Immunities

charmed, frightened

Languages

Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Sylvan

Challenge

19

Proficiency Bonus

+6

Special Equipment

Tasha wears a Robe of the Archmagi.

Legendary Resistance (3/Day)

If Tasha fails a saving throw, she can choose to succeed instead.

Magic Resistance

Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.)

Actions

Multiattack

Tasha makes two Caustic Blast attacks and uses Psychic Whip once.

Caustic Blast

Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6) acid damage.

Psychic Whip

Tasha psychically lashes out at one creature she can see within 90 feet of herself. The target must make a DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the stunned condition until the start of Tasha's next turn. On a successful save, the target takes half as much damage only.

Abyssal Visage (2/Day) (Bonus Action)

For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the poisoned condition, and has advantage on attack rolls against any creature that doesn't have all its hit points. These benefits end early if Tasha has the incapacitated condition or if she uses another bonus action to dismiss them.