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Dangerous Witch (Human Witch 20)

Dangerous Witch CR 20

XP 307,200
Female human witch 20
NE Medium humanoid (human)
Init +9; Senses see invisibility; Perception +32


AC 32, touch 22, flat-footed 26 (+5 armor, +5 deflection, +5 Dex, +1 dodge, +1 insight, +5 natural)
hp 185 (20d6+95)
Fort +17, Ref +20, Will +24
DR 10/adamantine; Immune fear; Resist cold 20; SR 18


Speed 60 ft., fly 120 ft.
Melee +2 wounding kukri +21/+21/+16 (1d4+4/15–20 plus 1 bleed), +1 shocking burst kukri +20/+15 (1d4+2/15–20 plus 1d6 electricity)
Special Attacks hexes (agony, blight, evil eye, death curse, flight, forced reincarnation, healing, major healing, misfortune, retribution, slumber)
Spells Prepared (CL 20th; concentration +26)

9thmaximized cone of cold (DC 22), mass hold monster (DC 25), power word kill, wail of the banshee (DC 25)
8thquickened cure serious wounds, fire storm (DC 24), horrid wilting (DC 24), power word stun
7thchain lightning (×2, DC 23), heal, power word blind
6thflesh to stone (DC 22), greater heroism (already cast), maximized lightning bolt (×2, DC 19), slay living (DC 22)
5thbaleful polymorph (DC 21), maximized cure moderate wounds, feeblemind (DC 21), flame strike (DC 21), waves of fatigue
4thblack tentacles, dimension door, ice storm, maximized shocking grasp, wall of ice (DC 20)
3rdbestow curse (DC 19), dispel magic (×2), lightning bolt (×2, DC 19)
2ndblindness/deafness (DC 18), cure moderate wounds (×2), death knell (DC 18), false life (already cast), spectral hand (already cast)
1stcharm person (DC 17), grease (DC 17), inflict light wounds (DC 17), obscuring mist, ray of enfeeblement (DC 17), unseen servant
0thbleed (DC 16), detect magic, light, touch of fatigue (DC 16)

Patron elements


Before Combat The witch casts false life on herself each day. In preparation for the arrival of the PCs, she uses her flight hex, drinks her potion of barkskin, uses her stone salve, and activates her boots of speed. She casts greater heroism, spectral hand, and see invisibility from her hand of glory. Ilivorr then casts grease directly in front of the clock portal and readies an action to release 3 charges from her ring of the ram at the doughtiest fighter. These effects are included in her stat block.

During Combat The witch uses her flight hex to stay airborne away from the PCs. She casts spells that can affect multiple foes, such as mass hold monster, wail of the banshee, chain lightning, or black tentacles. She targets a spellcaster with feeblemind or her agony hex, and uses her death curse, forced reincarnation, and retribution hexes on anyone who closes to fight in melee. She uses her spectral hand to deliver vampiric touches from her wand.

Morale The witch defends the cenotaph and its contents to the death.


Str 14, Dex 20, Con 16, Int 22, Wis 18, Cha 14
Base Atk +10; CMB +20; CMD 34
Feats Agile Maneuvers, Alertness, Combat Casting, Improved Critical (kukri), Improved Initiative, Improved Two-Weapon Fighting, Martial Weapon Proficiency (kukri), Maximize Spell, Quicken Spell, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (kukri)
Skills Craft (alchemy) +33, Fly +32, Intimidate +29, Knowledge (arcana) +28, Knowledge (history) +28, Knowledge (nature) +28, Knowledge (planes) +28, Perception +32, Sense Motive +10, Spellcraft +33, Use Magic Device +29
Languages Aklo, Common, Draconic, Giant, Infernal, Skald, +1 additional
SQ enhanced NPC, witch's familiar (raven)
Combat Gear potion of barkskin (CL 12th), ring of the ram (35 charges), stone salve, wand of vampiric touch (CL 20th, 21 charges); Other Gear +2 wounding kukri, +1 shocking burst kukri, belt of physical perfection +4, boots of speed, hand of glory, headband of mental prowess +4 (Intelligence and Wisdom), dusty rose prism ioun stonemajor ring of cold resistance, ring of protection +5, black robe of the archmagi

Base Statistics

Without her spells, the witch has the following statistics:

AC 26, touch 21, flat-footed 21; hp 150; Fort +13, Ref +15, Will +20; Speed 30 ft.; Melee +2 wounding kukri +16/+11 (1d4+4/15–20 plus 1 bleed), +1 shocking burst kukri +15/+10 (1d4+2/15–20 plus 1d6 electricity); CMB +15; CMD 33