Bestiary · Fae

PR 6

Sea Witch

The sea witch lives in the last house on the spit and sells knotted cord to becalmed captains at whatever the delay is costing them. The first knot gives a working breeze and the second gives a fast run. No crew that untied the third knot has come back, and four ports treat a knotted cord as contraband. She keeps salt off her doorstep and takes payment in fresh water.

Sea Witch, drawn at Medium scale
Physiology
Fae
Size
Medium
Speed
30 ft., swim 40 ft.
Armor class
15
Hit points
93 (11d8 + 44)
Proficiency
+3
  • STR 11 +0 save +0
  • DEX 16 +3 save +3
  • CON 18 +4 save +7
  • INT 16 +3 save +3
  • WIS 17 +3 save +3
  • CHA 18 +4 save +7
Skills
Deception +7 , Nature +6 , Perception +6 , Persuasion +7
Passive Perception
16
Senses
darkvision 60 ft.
Languages
Sylvan, Primordial, Common
Damage resistances
cold, lightning
Found in
Coastline

Traits

  • Amphibious

    The witch breathes air and water.

  • Fresh Water Bargain

    The witch will bargain with any creature that brings her a cask of fresh water and will not break a bargain paid that way.

  • Coast Mastery

    The witch cannot be lost, becalmed or run aground in any water she has sailed.

Actions

  • Multiattack

    The witch makes two Brine Lash attacks.

  • Brine Lash

    +7 to hit · reach 15 ft.

    2d8 + 4 cold damage

  • First Knot

    Wind rises in a 60-foot radius. Ranged attacks into or through the area have disadvantage, and a sailing vessel in it moves at double speed.

  • Second Knot

    A squall strikes a 60-foot radius. Each creature in the area makes a DC 15 Strength save, taking 6d6 bludgeoning damage and being pushed 20 feet on a failure, or half as much on a success. Small craft in the area capsize.

  • Third Knot

    The witch will not untie the third knot. If she is reduced to 0 hit points while holding the cord, it opens anyway and the storm lasts three days.