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monsters/md/creature_codex/witch-queen.md
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# Witch Queen
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*Small* *Humanoid* *chaotic evil*
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- **Armor Class:** 15 (studded leather armor)
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- **Hit Points:** 77 (14d6+28)
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- **Speed:** walk 30 ft.
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- **Challenge Rating:** 5 (1,800 XP)
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- **Source:** Creature Codex, page 97
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| STR | DEX | CON | INT | WIS | CHA |
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| --- | --- | --- | --- | --- | --- |
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| 9 (-1) | 16 (+3) | 14 (+2) | 11 (+0) | 9 (-1) | 16 (+3) |
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- **Skills:** arcana +3, stealth +6
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- **Senses:** darkvision 120 ft., passive Perception 9
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- **Languages:** Common, Dwarvish, Undercommon
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### Special Abilities
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- **Heightened Spell (3/Day):** As a bonus action, a target of the witch queen's choice within 60 feet of her has disadvantage on its saving throw against her next spell.
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- **Magic Resistance:** The witch queen has advantage on saving throws against spells and other magical effects.
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- **Sunlight Sensitivity:** While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
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- **Spellcasting:** The witch queen is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She has the following wizard spells prepared:
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Cantrips (at will): acid splash, mage hand, message, ray of frost
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1st level (4 slots): burning hands, magic missile, sleep
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2nd level (3 slots): invisibility, spider climb, suggestion
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3rd level (3 slots): blink, fear, lightning bolt
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4th level (2 slots): blight, confusion
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### Actions
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- **Maddening Scimitar:** Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. If the target is a creature, it must succeed on a DC 14 Charisma saving throw or use its reaction to move up to its speed and make a melee attack against the nearest enemy of the witch queen.
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