# Witch Queen *Small* *Humanoid* *chaotic evil* - **Armor Class:** 15 (studded leather armor) - **Hit Points:** 77 (14d6+28) - **Speed:** walk 30 ft. - **Challenge Rating:** 5 (1,800 XP) - **Source:** Creature Codex, page 97 | STR | DEX | CON | INT | WIS | CHA | | --- | --- | --- | --- | --- | --- | | 9 (-1) | 16 (+3) | 14 (+2) | 11 (+0) | 9 (-1) | 16 (+3) | - **Skills:** arcana +3, stealth +6 - **Senses:** darkvision 120 ft., passive Perception 9 - **Languages:** Common, Dwarvish, Undercommon ### Special Abilities - **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. - **Magic Resistance:** The witch queen has advantage on saving throws against spells and other magical effects. - **Sunlight Sensitivity:** While in sunlight, the witch queen has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. - **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: Cantrips (at will): acid splash, mage hand, message, ray of frost 1st level (4 slots): burning hands, magic missile, sleep 2nd level (3 slots): invisibility, spider climb, suggestion 3rd level (3 slots): blink, fear, lightning bolt 4th level (2 slots): blight, confusion ### Actions - **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.