Root Witch
A root witch grows out of the place she keeps and cannot be removed from it in one piece. She trades as any hag does, and the price is often a thing that has to be grown.
- Physiology
- Fae, Plant
- Size
- Medium
- Speed
- 30 ft., burrow 10 ft.
- Armor class
- 15 (bark and root)
- Hit points
- 97 (13d8 + 39)
- Proficiency
- +3
- STR 16 +3 save +3
- DEX 12 +1 save +1
- CON 17 +3 save +3
- INT 14 +2 save +2
- WIS 16 +3 save +3
- CHA 15 +2 save +2
- Skills
- Deception +5 , Insight +6 , Nature +5 , Perception +6
- Passive Perception
- 16
- Senses
- darkvision 60 ft.
- Languages
- Common, Sylvan
- Damage resistances
- cold, piercing
Traits
-
Rooted
While standing on soil she has advantage on saving throws against being moved, and she regains 5 hit points at the start of each of her turns.
-
Grove Bond
Knows the location of every creature standing on soil within 1 mile of her grove.
Actions
-
Root Lash
+6 to hit · reach 15 ft.
2d8 + 3 bludgeoning damage
A lash of roots from the ground.
-
Entangling Grasp
DC 14 Strength save
One creature within 15 feet makes a Strength saving throw or is Restrained by roots until it breaks free with a successful Strength check.
-
Blight Touch
DC 14 Constitution save
One creature she can touch makes a Constitution saving throw, taking 4d8 necrotic damage on a failure and half as much on a success. On a failure it cannot regain hit points until the end of its next turn.