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Guildmaster's Guide to Ravnica (5e)

Blood Witch CR: 7

Small to Medium humanoid, chaotic evil
Armor Class: 15 (Mage Armor)
Hit Points: 78 (12d8 + 24) 12d8+24
Speed: 30 ft

STR

16 +3

DEX

14 +2

CON

15 +2

INT

13 +1

WIS

9 -1

CHA

19 +4

Saving Throws: Wisdom +2, Charisma +7
Skills: Arcana +4, Intimidation +7, Perception +2, Stealth +5
Damage Resistances: Psychic
Senses: Darkvision 120', Passive Perception 12
Languages: Abyssal, Common
Challenge Rating: 7 ( 2900 XP)
Proficiency Bonus: +3
by Michael C. Hayes

Innate Spellcasting. The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:

  • At will: Alter Self, Detect Magic, Eldritch Blast (at 11th level), False Life, Levitate (self only), Mage Armor (self only)
  • 3/day each: Hellish Rebuke, Hex, Scorching Ray (at 3rd level)
  • 1/day each: Circle of Death, Enthrall, Suggestion


  • Devil's Sight. Magical darkness doesn't impede the witch's darkvision.

    Actions

    Multiattack. The witch makes two attacks: one with its longsword and one with its shortsword.

    Longsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.

    Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

    Bonus Actions

    Blood Witch Dance. The witch can control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.

    Suggested Environments

    Any Climate; Any Terrain


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