Witch King

Medium fey, chaotic evil

Armor Class

20 (+2 plate)

Hit Points

228 (24d8 + 120)

Speed

30 ft.

Saves

Str +13, Wis +11

Skills

Athletics +13, Perception +11

Damage Immunities

necrotic, poison

Condition Immunities

charmed, paralyzed, poisoned

Senses

darkvision 90 ft.

Languages

Abyssal, Common, Sylvan

Challenge

21

Aura of Fear

Any creatures within 60 ft. of the witch king must make a successful DC 20 Wisdom saving throw or become frightened for 1 minute.

Innate Spellcasting

The witch king's innate spellcasting ability is Wisdom (spell save DC 20). The witch king can innately cast the following spells, requiring no components. • At will: detect magic, minor illusion, prestidigitation • 3/Day: darkness, detect thoughts, dimension door, dispel magic, dominate person, fog cloud, water walk

Magic Resistance

The witch king has advantage on saving throws against spells and other magical effects.

Actions

Multiattack

The witch king makes three attacks with his greatsword.

+3 Greatsword

Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 24 (7d6) necrotic damage.