Skip to main content

The Whisper Witch




The Whispering Witch is a sinister being deep within the woods near town. Local legend attests that she was once a mortal warlock who kidnapped children and sacrificed them to her demonic patron. Eventually, she was caught and executed for her crimes but did not lie quietly. In the generations since, many a murderer and sadists blamed the whispering witch's influence for their crimes or horrific events are blamed on her directly. The truth of the matter is, this is all the work of a single dark fey, who influenced the first 'witch' to bring her children to sell in the feywild. The fey let the catspaw take the fall for her actions and then stepped in to build a legend off of it. The Whispering Witch is a small hag coated in coal fur with spindly limbs and narrow features. However, not many have ever seen her as invisibility is her natural state.

The Whisper Witch

Small fey (devil), chaotic evil

Armor Class 16 (natural armor)

Hit Points 82 (11d6 + 44)

Speed 30ft

Str 13 Dex 18 Con 18 Int 11 Wis 10 Cha 16

Skills Deception +6, Nature +3, Stealth +10

Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons

Senses truesight 30 ft., passive Perception 10

Languages Common, Sylvan, telepathy 120 ft.

Challenge 7 (2,900 XP)

Innate Spellcasting.

The whisper witch can innately cast Animate Dead, requiring no material components. This spell can only affect creatures that have died in her wooded domain. Its innate spellcasting ability is Charisma.

Magic Resistance.

The Whisper Witch has advantage on saving throws against spells and other magical effects.

Actions

Razor Vine.

Ranged Spell Attack: +8 to hit, range 60 ft., one target. Hit: 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 15) Until this grapple ends, the target is restrained and takes 7 (2d6) slashing damage at the start of each of its turns.

Detonate Effigy (Recharge 5-6).

The whisper witch chooses a spot she can see that contains an effigy within 60ft and detonates the wicked symbol. All creatures within 10ft of the effigy must succeed on a DC 15 Dexterity save or take 22 (5d8) force damage.

Murmur.

The Whisper Witch magically throws her voice up to 90ft. Using this action does not break Invisiblity.

Superior Invisibility.

The whisper witch magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.

Comments

Popular posts from this blog

Cuirassier Mimic

Hand-crafted by an aberrant soul, the first mimic of this breed was given to the creature's loyal bodyguard to provide both protection... and a second bodyguard as it were. The monstrosity performed exceptionally well, especially when heroes slew the fellow wearing it and the mimic kept the bottom fighting. Thus the cuirassier mimic was passed to the next right-hand-mook, and so on as its bearers passed. This lead to a legend of an immortal servant when in truth, it was just the armor all along. Eventually, its creator was killed, the mimic 'looted', and its spore spread across the realm. Cuirassier Mimic Mimic Medium Monstrosity (shapechanger), neutral Armor Class 18 (natural armor) Hit Points 75 (10d8 + 30) Speed 15 ft Str 19 Dex 10 Con 16 Int 5 Wis 13 Cha 8 Skills Stealth +4 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Percepti

Entry Mimic

This particular strain of mimics was carefully cultivated into being by a drow matron sick of uninvited guests - both of the adventurer and political rival variety. Resistant to pesky bypassing magic and capable of alerting a building's occupants (and other mimics) of interlopers, entry mimics became all the rage... well, until they started eating honored guests and the occasional house pet. The matron quickly lost favor and stepped through one door never to return... as it were. Entry Mimic Medium monstrosity (shapechanger), neutral Armor Class 14 (natural armor) Hit Points 58 (9d8 + 18) Speed 15 ft Str 20 Dex 13 Con 15 Int 5 Wis 14 Cha 8 Saving Throws Str+7 Skills Stealth +5 Damage Immunities acid Condition Immunities prone Senses darkvision 60 ft, passive Perception 12 Languages understands All but cannot speak Challenge 3 (700 XP) Shape

Soot Foot

Prior to Death claiming the Kingdom, the zombie dubbed Soot Foot was just another of the faceless masses. While he was a chimney sweep of notable skill, no one noted the ash-smeared lad. Surely, he could have made some money it a sideshow with his double-jointed talents but he preferred the quiet life. He perished in the middle of a job, his already pliant joints tearing into compound fractures as he scrambled to find the flesh of the living. The toxins soaked into his rotting skin give him a unique virality that leaves fiery undead in his weak and he never leaves the cinder of his chimney lairs far behind. -Records of the Charnel House Soot Foot Medium undead (zombie), chaotic evil Armor Class 8 Hit Points 45 (6d8 + 18) Speed 20ft Climb 20ft Str 16 Dex 6 Con 16 Int 3 Wis 8 Cha 5 Skills Stealth +2 Damage Resistances fire Condition Immunities exhaustion, poisoned