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Blood Witch
- STR
- 16 (+3)
- DEX
- 14 (+2)
- CON
- 15 (+2)
- INT
- 13 (+1)
- WIS
- 9 (-1)
- CHA
- 19 (+4)
The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.
Magical darkness doesn't impede the witch's darkvision.
The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:
At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)
1/day each: circle of death, enthrall, suggestion
3/day each: hellish rebuke, hex, scorching ray (at 3rd level)
Actions
The witch makes two attacks: one with its longsword and one with its shortsword.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Find this creature in the encounter builder

Source: Guildmasters' Guide to Ravnica, p. 248 - Licenses and attribution