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.
- 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.
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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.
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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.