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

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...