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    Ogre in the Playground

    Join Date
    Apr 2017
    Vancouver <-> Dublin

    Default Wicked Witch (fey monster)


    Hit Dice: 12d6+24 (66 hp)
    Initiative: +5
    Speed: 30 ft. (6 squares)
    Armor Class: 11 (+1 Dex), touch 11, flat-footed 10
    Base Attack/Grapple: +6/+6
    Attack: Dagger +6 melee (1d4/19-20)
    Full Attack: Dagger +6 melee (1d4/19-20)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Hideous cackle, spells
    Special Qualities: Damage reduction 10/cold iron, low-light vision, magic items, summon familiar
    Saves: Fort +5, Ref +9, Will +12
    Abilities: Str 10, Dex 12, Con 12, Int 22, Wis 18, Cha 14
    Skills: Concentration +16, Craft (alchemy) +21, Craft (any two) +21, Heal +19, Intimidate +17, Knowledge (any three) +21, Listen +19, Spot +19, Spellcraft +21, Use Magic Device +4 (scrolls)
    Feats: Brew Potion, Craft Wondrous Item, Improved Familiar, Improved Initiative,
    Environment: Temperate forests
    Organization: Solitary or as member of hag covey
    Challenge Rating: 12
    Treasure: Triple items (potions and cursed items only)
    Alignment: Always evil (any)
    Advancement: By character class
    Level Adjustment: -

    Wicked witches are the evil fey of fairy tales - curse-bestowing, crop-blighting, child-devouring monsters in the forms of wizened old humanoid women. They are sometimes sought out by enterprising adventurers for their lore and magical aid in combating even greater evils, but they always demand a price...

    Wicked witches abhor personal combat, much preferring to blight and bane foes with magic from afar or with the aid of their familiars. A wicked witch flees at the first sign of danger to herself.

    Wicked witches may join hag coveys as though they were hags themselves.

    Wicked witches speak Abyssal, Common, Elven, Infernal, and Sylvan.

    Combat Abilities
    Hideous Cackle (Su)
    A wicked witch can emit a shrieking laugh as a standard action. All living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the cackle cannot be affected by the same wicked witch's cackle for 24 hours. The save DC is Charisma-based.

    Magic Items
    A wicked witch always possesses a broom of flying and a cauldron of scrying (functions as a crystal ball) in addition to any other magic items she has crafted for herself. The broom and the cauldron function only for the wicked witch and if stolen or destroyed may be replaced in a special ritual lasting 24 hours.

    Wicked witches cast spells as 12th-level wizards. A wicked witch always knows bestow curse and black magic bargain.
    Typical Wizard Spells Prepared (4/6/6/5/4/4/3; save DC 16 + spell level)
    0 - detect magic, prestidigitation, read magic, resistance; 1st - alarm, chill touch, disguise self, mage armor, protection from good, shield; 2nd - blindness/deafness (2), fog cloud, resist energy, summon swarm, touch of idiocy; 3rd-black magic bargain, lightning bolt (2), ray of exhaustion, vampiric touch; 4th-bestow curse, contagion, greater invisibility, polymorph; 5th-baleful polymorph, blight, feeblemind, nightmare; 6th-chain lightning, eyebite, geas/quest.

    Summon Familiar

    A wicked witch may summon a familiar, just as a sorcerer or wizard can. The sample wicked witch has attracted an imp familiar though the Improved Familiar feat.
    Last edited by rferries; 2017-06-26 at 03:47 AM.

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