Legend of the Banished Hero world illustration - Fantasy theme
Fantasy

Legend of the Banished Hero

T
Tonic

Banished and betrayed, you must rise from exile.


Author's Note: Some abilities need to be stated in order for the dm to properly apply them in combat. (This currently does not apply to new system. Outcome will vary) For example, attacks that deal damage to demons must be explicitly stated otherwise it won't be used. And yes, some abilities can be stacked but you must state that you want to do that.
Played110 times
Cloned12 times
Created
103 days ago
Last Updated
Yesterday
VisibilityPublic
Great Witch of Calamity
CR 10Medium Humanoid
Great Witch of Calamity
HP Range130 - 150 (Avg: 140)
AC15
XP5900

Description

The Great Witch of Calamity is a powerful, malevolent immortal human who discovered a way to live beyond their natural lifetime. Her presence spreads dread and despair, warping reality around her as she seeks vengeance on the living for the wrongs she suffered in life. Legends say that she roams the lands with a torrent of shadowy magic, unleashing chaos upon those who dare to cross her path. 200 years ago she created the great plague that wiped a quarter of all life out and hasn't been seen since.

Details
SizeMedium
TypeHumanoid
CR10
XP5900
LanguagesCommon, Infernal, Sylvan
Defenses
Armor Class15
HP Range130 - 150 (Avg: 140)
Damage VulnerabilitiesNone
Damage ResistancesPsychic, Radiant, Necrotic
Damage ImmunitiesNone
Condition ImmunitiesFrightened
Actions

Cursed Bolt

The Great Witch fires a bolt of dark energy that deals 4d10 necrotic damage on a hit. The target must succeed on a DC 16 Constitution saving throw or be cursed, suffering disadvantage on attack rolls for 1 minute.

Horrifying Visage

The Great Witch can unleash a wave of terror. Each creature of her choice within 30 feet must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns.

Shadow Snare

The Great Witch conjures shadows to restrain a target within 30 feet. The target must succeed on a DC 16 Dexterity saving throw or be restrained until the end of its next turn. A restrained target can repeat the saving throw at the end of each of its turns to escape.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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