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Wind Witch

Large · Plant · CR 3 · Chaotic Evil

Armor Class
13
Hit Points and Hit Dice
66 (12d8+12)
Challenge Rating CR
3

Ability Scores

Core attributes and their modifiers.

STR
6
-2
DEX
16
+3
CON
12
+1
INT
6
-2
WIS
11
+0
CHA
8
-1

Overview

Category Monsters
Size Large
Type Plant
Alignment Chaotic Evil
XP 700
Initiative Bonus +3

Movement

Walk 30 ft (9.1 m)
Fly 60 ft (18.3 m)
Swim 15 ft (4.6 m)
Climb 15 ft (4.6 m)
Crawl 15 ft (4.6 m)

Senses

Blindsight 60 ft (18.3 m)
Passive Perception 12

Saving Throws

Dexterity +5 Constitution +5

Skills

Perception +0

Languages

understands Common but can't speak

Resistances & Immunities

Damage Resistances
bludgeoning, piercing
Condition Immunities
exhaustion, poisoned, prone

Traits

Cursed Plant

If damage reduces it to 0 hp becomes inanimate tumbleweed and travels via wind. Regains 5 hp every hr regaining consciousness after the first. This doesn’t function if it took fire on same round it was reduced to 0 hp or if its body was destroyed.

Flammable

When it takes fire damage catches fire taking 3 (1d6) fire at start of each of its turns. Burns until it takes cold or is immersed in water. Creature that touches wind witch or hits it with melee attack while within 5 ft. of it while it is burning takes 3 (1d6) fire. While burning deals extra 3 (1d6) fire on each melee attack and deals 7 (2d6) fire to a captured creature at start of its turn.

Tumbleweed Form

Can enter hostile creature’s space and stop there.

Reactions

Bouncy Escape

When it takes damage from a melee attack can move up to half its fly speed. This move doesn't provoke opportunity attacks. It releases a captured creature when it uses this.

About Wind Witch

Wind Witch is a large plant with a Challenge Rating of 3. It has a chaotic evil alignment.

In combat, this creature maintains an Armor Class of 13 and possesses 66 hit points (derived from 12d8+12).

Wind Witch has communication capabilities including understands Common but can't speak. This allows it to interact verbally with various creatures and characters.

GM Tips: Using Wind Witch

1 tips available

When using Wind Witch in your D&D 5e campaign, consider these tactical approaches:

  • Flight Control Strategy: Target flying creatures with spells like 'Hold Person', 'Web', or 'Grease' to ground them. Without flight restriction, they can escape melee range easily. Consider area denial spells below their flight altitude to force them into disadvantageous positions.

Player Guide: Facing Wind Witch

1 strategies available

When your party encounters this creature, keep these strategies in mind:

  • Counter Flight Advantage: This creature can fly! Use ranged attacks, reach weapons, or spells like 'Thunderwave' to push it away. Consider 'Gust of Wind' or 'Earthbind' to ground it. Melee characters need fly speed or flight magic to engage.

Encounter Building Calculator

Standard Party Encounter (4-5 characters):

This creature is a medium encounter for a party of 4 characters of level 3.

Solo Encounter:

A single character of level 5 (up to level 20) can face this creature in a medium to hard encounter.

Experience Point Thresholds:

  • Medium: 1,200 XP
  • Hard: 1,800 XP
  • Deadly: 2,400 XP

Based on D&D 5e Dungeon Master's Guide encounter building guidelines. CR roughly equals party level for medium encounters.

Frequently Asked Questions

What is the challenge rating of Wind Witch?
Wind Witch has a Challenge Rating of 3, making it appropriate for parties of level 3.0.
What type of creature is Wind Witch?
Wind Witch is a Large Plant, which affects how certain spells and abilities interact with it.
What languages does Wind Witch speak?
Wind Witch can communicate in understands Common but can't speak.

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