b'Queen of Witches \n'b'  Family:   Fey Lords  \n'b'  Large   fey ,  neutral  \n'b'  Armor Class  18 (natural armor)  Hit Points  218 (23d10 + 92)  Speed  40 ft., fly 50 ft. (hover)\n'b' STATS STR: 22 (+6) DEX:  10 (+0)  CON:  19 (+4)  INT:  16 (+3)  WIS:  18 (+4)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Saving Throws   Dex  +6,  Wis  +10,  Cha  +12  Skills   Arcana  +15,  Deception  +12,  History  +9,  Insight  +10,  Perception  +10  Damage Resistances  cold, fire; bludgeoning, piercing, and slashing from nonmagical attacks not made with cold iron weapons  Damage Immunities  radiant  Condition Immunities   blinded ,  charmed ,  frightened   Senses   darkvision  120 ft., truesight 60 ft., passive  Perception  20  Languages  Celestial, Common, Draconic, Elvish, Sylvan, Umbral  Challenge  17 (18,000 XP)  Proficiency Bonus  +6 \n'b' SPECIAL TRAITS \n'b'\n'b'  Magic Resistance . The Queen of Witches has advantage on saving throws against spells and other magical effects. \n'b'  Moonlit Weapons . The Queen of Witches\xe2\x80\x99s weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 7 (2d6) radiant damage (included in the  attack ). \n'b'  Legendary Resistance (3/Day) . If the Queen of Witches fails a saving throw, she can choose to succeed instead. \n'b'  Token of Favor . The Queen of Witches can spend 1 minute cutting and tying a lock of her hair into a small token of her favor. A creature that is wearing or carrying the favor gains the benefits of the Magic  Resistance  trait. The Queen can revoke this magic at any time (no action required). If she does so, the creature has disadvantage on saving throws against spells and other magical effects for 24 hours. \n'b'\n'b' ACTIONS \n'b'\n'b'  Multiattack . The Queen of Witches makes three Moonsilver Ring attacks or four Mystical Blast attacks. She can replace one  attack  with a use of spellcasting. If she hits one creature with two Mystical Blast attacks, the target must succeed on a DC 20  Strength  saving throw or be pushed up to 10 feet away from her. \n'b'  Moonsilver Ring .  Melee Weapon Attack : +12 to hit, reach 10 ft., one target.  Hit : 15 (2d8 + 6) slashing damage plus 7 (2d6) radiant damage. \n'b'  Mystical Blast .  Melee or Ranged Spell Attack : +12 to hit, reach 5 ft. or range 120 ft., one target.  Hit : 16 (3d6 + 6) force damage. \n'b'  Spray of Moonlight (Recharge 5\xe2\x80\x936) . The Queen of Witches sends moonlight flooding out from her. Each creature within 15 feet of her must make a DC 20  Dexterity  saving throw, taking 42 (12d6) radiant damage on a failed save, or half as much damage on a successful one. If the Queen is standing in an area of moonlight when she uses this action, each creature in the area has disadvantage on the saving throw. A creature that fails the saving throw by 5 or more is  blinded  until the end of its next turn. \n'b'  Spellcasting . The Queen of Witches casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (save DC 20):\n'b'\n'b'\n'b'  At will :  faerie fire ,  silent image ,  tongues  \n'b'  3/day each :  dispel magic ,  hypnotic pattern ,  teleportation circle  (as an action) \n'b'  2/day each :  bestow curse ,  mass suggestion ,  flesh to stone  \n'b'  1/day each :  power word kill ,  sleep  (as a 9th level spell),  true polymorph  \n'b'\n'b' REACTIONS \n'b'\n'b'  Absorb Spell . When a creature the Queen of Witches can see within 30 feet of her casts a spell, the Queen can absorb the spell\xe2\x80\x99s energy, countering it. This works like the counterspell spell, except the Queen must always make a spellcasting ability check, no matter the spell\xe2\x80\x99s level. Her ability check for this is +10. If she successfully counters the spell, she regains 5  hp  for each level of the spell. \n'b'\n'b' LEGENDARY ACTIONS \n'b' The Queen of Witches can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature\xe2\x80\x99s turn. The Queen regains spent legendary actions at the start of her turn. \n'b'\n'b'  Mystical Blast . The Queen makes one Mystical Blast  attack . \n'b'  Teleport . The Queen magically teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet. \n'b'  Cast a Spell (Costs 2 Actions) . The Queen of Witches uses Spellcasting. \n'b'\n'b' LAIR \n'b' The Queen of Witches makes her lair in a cavern deep beneath a windswept, rocky mountain. Near the mountain\xe2\x80\x99s peak is an enormous quartz crystal that grows down to the lair. This crystal channels the light of the moon into the Queen\xe2\x80\x99s home when she doesn\xe2\x80\x99t emerge into the night sky. Her hags and attendant witches perform powerful rites in this magic-saturated sanctum. \n'b' On initiative count 20 (losing initiative ties), the Queen of Witches takes a lair action to cause one of the following effects; she can\xe2\x80\x99t use the same effect two rounds in a row: \n'b'\n'b'  Conjure Crystal Wall . A wall of softly glowing crystal springs up from a solid surface the Queen can see within 120 feet of her. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light in a 10-foot radius. When the wall appears, each creature within its area is pushed out of the wall\xe2\x80\x99s space, appearing on whichever side of the wall it wants, and must succeed on a DC 20  Dexterity  saving throw or take 14 (4d6) radiant damage. Each 10-foot section of the wall has AC 15, 10  hp ,  vulnerability  to thunder damage,  resistance  to fire, slashing, and piercing damage, and immunity to poison and psychic damage. The wall remains until the Queen uses this lair action again, until she dismisses it as a bonus action, or until she dies. \n'b'  Disrupt Spellcasting . Until initiative count 20 on the next round, each creature, other than fey, that casts a spell while within 60 feet of the Queen must succeed on a DC 20  Constitution  saving throw or the spell fails, expending the spell slot. \n'b'  Moonlight Blast . A searing flare of moonlight bursts from a point the Queen can see within 120 feet of her. Each creature within 15 feet of that point must succeed on a DC 20  Dexterity  saving throw, taking 13 (3d8) radiant damage on a failed save, or half as much damage on a successful one. A creature not in its true form has disadvantage on the saving throw, and if it fails, it reverts to its true form. \n'b'\n'b' REGIONAL EFFECTS \n'b' The region containing the Queen of Witches\xe2\x80\x99s lair is warped by the queen\xe2\x80\x99s magic, which creates one or more of the following effects: \n'b'\n'b'  Lunar Constancy . Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon\xe2\x80\x99s light sharply penetrates the clouds. \n'b'  Moonlit Audience . Calling the Queen of Witches\xe2\x80\x99s name under the light of the moon within 3 miles of her lair draws her attention. She can choose to  teleport  to the supplicant and hear their request. For 24 hours after the invocation, even if the Queen never teleported to the supplicant, she has a connection to the area where the supplicant called for her and can  teleport  to an unoccupied space within 30 feet of it or back to her lair as an action. \n'b'  Susurrating Fog . Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist. If the Queen of Witches dies, these effects fade over the course of 1d10 days. \n'b'\n'b' ABOUT \n'b' This statuesque woman towers over any tall man and most ogres.\xc2\xa0Her hair falls in a cascade of curls and looks as if it is spun from copper. Her eyes are the color of moss beds, with no iris or pupil. A billowy robe of forest green enshrouds her body, and she grasps a great ring of etched silver in one massive fist. \n'b'  Pact Patron . The Queen of Witches is one of the foremost patrons of those who seek power through a pact. Many hag covens offer her loyalty and tribute. She rules from beneath her mountain, attended by a court of fey witches, hags, and mortal supplicants. Her favor is highly sought after, and it is said that a single hair from her coppery head contains all the power a mortal might ever desire.'