b'Witch King \n'b'  Medium   fey ,  chaotic evil  \n'b'  Armor Class  20 (+2 plate)  Hit Points  228 (24d8 + 120)  Speed  30 ft.\n'b' STATS STR: 22 (+6) DEX:  20 (+5)  CON:  20 (+5)  INT:  20 (+5)  WIS:  18 (+4)  CHA:  16 (+3)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Strength  +13,  Wisdom  +11  Skills   Athletics  +13,  Perception  +11  Damage Immunities  necrotic, poison  Condition Immunities   charmed ,  paralyzed ,  poisoned   Senses   darkvision  90 ft., passive  Perception  21  Languages  Abyssal, Common, Sylvan  Challenge  21 (33,000 XP) \n'b' Special Traits \n'b'   Aura of Fear . Any creatures within 60 ft. of the witch king must make a successful DC 20  Wisdom  saving throw or become  frightened  for 1 minute. \n'b'  Innate Spellcasting . The witch king\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 20). The witch king can innately cast the following spells, requiring no components.\n'b'\n'b'   At will :  detect magic ,  minor illusion ,  prestidigitation  \n'b'  3/day :  darkness ,  detect thoughts ,  dimension door ,  dispel magic ,  dominate person ,  fog cloud ,  water walk  \n'b'\n'b'  Magic Resistance . The witch king has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Multiattack . The witch king makes three attacks with his greatsword. \n'b'  +3 Greatsword .  Melee Weapon Attack : +13 to hit, reach 5 ft., one target.  Hit : 16 (2d6 + 9) slashing damage plus 24 (7d6) necrotic damage. \n'b'  Reactions \n'b'   Parry . The witch king adds 2 to his AC against one  melee attack  that would hit him. To do so, the witch king must see the attacker and be wielding a melee weapon.'