13 (16 with mage armor)
120 (16d8 + 48)
40 ft., fly 80 ft. (with broom of flying)
Cha +8, Wis +9
Arcana +9, Deception +8, Insight +9, Perception +9, Persuasion +8, Stealth +8
darkvision 60 ft.
Sylvan, Common, Abyssal, Infernal, Primordial
14
The witch has advantage on saving throws against spells and other magical effects.
The witch is an 18th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The witch can cast the following wizard spells. • Cantrips: acid splash, light, poison spray, prestidigitation • 1st level (4 slots): charm person, disguise self, hex, mage armor, witch bolt • 2nd level (4 slots): darkness, detect thoughts, misty step, suggestion • 3rd level (3 slots): bestow curse, counterspell, fear, haste, lightning bolt • 4th level (3 slots): blight, greater invisibility, polymorph • 5th level (3 slots): conjure elemental, dominate person, scrying • 6th level (2 slots): disintegrate • 7th level (1 slot): forcecage • 8th level (1 slot): control weather • 9th level (1 slot): power word kill
For every 5 ft. the witch moves in water, or for every gallon of water splashed on it, it takes 10 cold damage.
The witch makes two attacks.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage. Evil witches have poisoned daggers, targets must make a successful DC 19 Constitution saving throw or take 24 (7d6) poison damage, half damage on a save.
Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.