Derro, Witch Queen

The unfocused dark eyes and twisted smile of the small, dwarf-like creature at first make her seem insane, yet harmless. Then the magic that pours from her proves that assumption terribly wrong.

Cold, Calculating Insanity. The derro witch queen sits at the center of an entire clan of derro, turning the mad dreams and odd behaviors of each individual into action. Like the rest of her clan, the inscrutable thoughts and actions of the derro witch queen may seem random and chaotic, but at their core the derro find themselves moving toward a common goal.

Ruler and Servant. The witch queen looks different from other derro. Her pale skin and dark raven hair set her apart, as do her cold, black-pupiled eyes. These changes come over the witch queen upon the death of the previous witch queen, when the mad soul of the witch queen transfers from one host to the next. While outsiders may think the witch queen rules her clan, the opposite is true. The witch queen responds to the unfocused, rambling thoughts of each member of her clan. Her synchronicity with every member of the clan informs all her actions and decisions, making her the maddest of the mad.

Witch Queen

Small humanoid (derro), chaotic evil
Armor Class 15 (studded leather armor)
Hit Points 77 (14d6 + 28)
Speed 30 ft.
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
Challenge 5 (1,800 XP)

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.

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