The Shattered Emerald world illustration - Fantasy theme
Fantasy

The Shattered Emerald

O
Oriest

The Land of Oz


Author's Note: The Land of Oz, a magical realm divided into four countries (Munchkin Country, Winkie Country, Gillikin Country, Quadling Country) surrounding the central Emerald City. It’s been decades since Dorothy’s visits, and Oz is in turmoil. The Emerald City’s heart—a massive emerald powering its magic—has shattered, scattering fragments across the land. Without it, Oz’s enchantments weaken, borders fray, and ancient evils stir. The players, a band of unlikely heroes, must recover the fragments, navigate warring factions, and decide Oz’s fate.
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Created
14 days ago
Last Updated
14 days ago
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Wicked Witch of the West
CR 13Medium Humanoid
Wicked Witch of the West
HP Range136 - 136 (Avg: 136)
AC16
XP10000

Description

The Wicked Witch of the West is a powerful sorceress who rules the western lands of Oz with an iron fist. She commands legions of flying monkeys and seeks vengeance against those who wronged her, using her dark magic to instill fear in the hearts of her enemies.

Details
SizeMedium
TypeHumanoid
CR13
XP10000
LanguagesCommon, Infernal, Abysmal, Elvish
Defenses
Armor Class16
HP Range136 - 136 (Avg: 136)
Damage VulnerabilitiesNone
Damage ResistancesNone
Damage ImmunitiesNone
Condition ImmunitiesNone
Actions

Golden Cap

Once a day The Witch commands her flying monkeys to attack. 2d4 flying monkeys appear within 60 feet and act immediately. They remain for 1 hour, until they drop to 0 hit points, or until the Witch dismisses them as an action.

Legendary Actions

Legendary Actions The Wicked Witch 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's turn. The Wicked Witch regains spent legendary actions at the start of her turn. Cantrip. The Witch casts a cantrip. Teleport. The Witch magically teleports, along with any equipment she is wearing or carrying, up to 60 feet to an unoccupied space she can see. Cast a Spell (Costs 2 Actions). The Witch casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal. Cursed Sleep (Costs 3 Actions). The Witch targets one creature she can see within 60 feet. The target must succeed on a DC 17 Constitution saving throw or fall unconscious for 1 minute. The target wakes up if it takes damage or if another creature uses its action to shake it awake

Withering Touch

Melee Spell Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (3d6) necrotic damage.

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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