Bestiary · Humanoid

Human PR 2

Hedge Witch

A hedge witch learned her trade from one other witch and a shelf of jars, and she works out of whatever room the village gives her. She sets bones, breaks fevers and sells the charm bags that hang over the doors of the parish. She walks the paths out of town and knows which is safe after dark. Her usual payment is food.

Hedge Witch, drawn at Medium scale
Physiology
Humanoid
Size
Medium
Speed
30 ft.
Armor class
13 (layered coats)
Hit points
44 (8d8 + 8)
Proficiency
+2
  • STR 9 -1 save -1
  • DEX 13 +1 save +1
  • CON 12 +1 save +1
  • INT 14 +2 save +2
  • WIS 16 +3 save +3
  • CHA 12 +1 save +1
Skills
Medicine +5 , Nature +4 , Perception +5 , Survival +5
Passive Perception
15
Languages
Common, Sylvan
Found in
Settlement , Grassland

Traits

  • Local Guide

    She ignores difficult terrain caused by undergrowth and has advantage on Survival checks made within a day's walk of her village.

Actions

  • Besom

    +3 to hit · reach 5 ft.

    1d6 + 1 bludgeoning damage

    A swing with the bound end of her broom.

  • Charm Bag

    She presses a stitched bag into the hand of a creature within 5 feet. For the next hour that creature adds 1d4 to one saving throw of its choice, and the bag then goes cold. A creature can carry only one of her bags at a time.

  • Fever Break

    One creature within 5 feet makes a DC 13 Constitution saving throw. On a failure it takes 2d6 necrotic damage as she draws the sickness out, and on a success it takes half as much damage. Either way it is cured of one disease or the Poisoned condition.