b'Witch Queen \n'b'  Medium   humanoid ,  evil or good  \n'b'  Armor Class  13 (16 with  mage armor )  Hit Points  120 (16d8 + 48)  Speed  40 ft., fly 80 ft. (with  broom of flying )\n'b' STATS STR: 14 (+2) DEX:  16 (+3)  CON:  16 (+3)  INT:  20 (+5)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Charisma  +8,  Wisdom  +9  Skills   Arcana  +9,  Deception  +8,  Insight  +9,  Perception  +9,  Persuasion  +8,  Stealth  +8  Senses   darkvision  60 ft., passive  Perception  19  Languages  Abyssal, Common, Infernal, Primordial, Sylvan  Challenge  14 (11,500 XP) \n'b' Special Traits \n'b'   Magic Resistance . The Witch Queen has advantage on saving throws against spells and other magical effects. \n'b'  Spellcasting . The Witch Queen is an 18th level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 17, +9 to hit with spell attacks). The Witch Queen can cast the following  wizard  spells.\n'b'\n'b'   Cantrips :  acid splash ,  light , poison spray,  prestidigitation  \n'b'  1st level (4 slots) :  charm person ,  disguise self , hex,  mage armor , witch bolt \n'b'  2nd level (4 slots) :  darkness ,  detect thoughts ,  misty step ,  suggestion  \n'b'  3rd level (3 slots) :  bestow curse ,  counterspell ,  fear ,  haste ,  lightning bolt  \n'b'  4th level (3 slots) :  blight ,  greater invisibility ,  polymorph  \n'b'  5th level (3 slots) :  conjure elemental ,  dominate person ,  scrying  \n'b'  6th level (2 slots) :  disintegrate  \n'b'  7th level (1 slot) :  forcecage  \n'b'  8th level (1 slot) :  control weather  \n'b'  9th level (1 slot) :  power word kill  \n'b'\n'b'  Water Susceptibility . For every 5 ft. the Witch Queen moves in water, or for every gallon of water splashed on it, it takes 10 cold damage. \n'b'  Actions \n'b'   Multiattack . The Witch Queen makes two attacks. \n'b'  Dagger .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) piercing damage. Evil witches have  poisoned  daggers, targets must make a successful DC 19  Constitution  saving throw or take 24 (7d6) poison damage, half damage on a save. \n'b'  Broom of Flying .  Melee Weapon Attack : +10 to hit, reach 5 ft., one target.  Hit : 5 (1d4 + 3) bludgeoning damage. \n'b'  Reactions \n'b'   Uncanny Dodge . When an attacker that the Witch Queen can see hits it with an  attack , the Witch Queen can use its  reaction  to halve the  attack\xe2\x80\x99s  damage against it. \n'b'  About \n'b' The Witch Queen can be appear as any kind of humanoid. They often have familiars with them. The witch\xe2\x80\x99s alignment affects what kind of creature will serve them. \n'b'  Two Paths . Witches can take one of two paths. There are only good and evil witches. \n'b'  Spellbooks . As with wizards, witches keep all their spells in a spellbook. If the spellbook is destroyed, so is their ability to cast spells. However, witches can also continue to add spells to their repertoire if they have their spellbooks. \n'b'  Bewitched Brooms . Most witches use magical brooms to fly around. They can travel double their speed when mounted on their brooms.'