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Tasha the Witch
- STR
- 10 (+0)
- DEX
- 18 (+4)
- CON
- 17 (+3)
- INT
- 23 (+6)
- WIS
- 12 (+1)
- CHA
- 22 (+6)
If Tasha fails a saving throw, she can choose to succeed instead.
Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.)
Tasha wears a Robe of the Archmagi.
Tasha casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 22, +14 to hit with spell attacks):
At will: Detect Magic, Disguise Self, Dispel Magic, Light, Mage Hand, Message, Prestidigitation, Tasha's Hideous Laughter
2/day: Polymorph
1/day each: Maze, Telekinesis
Actions
Tasha makes two Caustic Blast attacks and uses Psychic Whip once.
Melee or Ranged Spell Attack: +14 to hit, reach 5 ft. or range 120 ft., one target. Hit: 21 (6d4 + 6) acid damage.
Tasha psychically lashes out at one creature she can see within 90 feet of herself. The target must make a DC 20 Intelligence saving throw. On a failed save, the target takes 21 (6d6) psychic damage and has the stunned condition until the start of Tasha's next turn. On a successful save, the target takes half as much damage only.
Bonus Actions
For 1 minute, Tasha gains a flying speed of 30 feet, is immune to poison damage and the poisoned condition, and has advantage on attack rolls against any creature that doesn't have all its hit points. These benefits end early if Tasha has the incapacitated condition or if she uses another bonus action to dismiss them.
Reactions
Immediately after Tasha takes damage, she unleashes arcane energy in a 10-foot-radius sphere centered on herself. All other creatures in that area must make a DC 20 Dexterity saving throw, taking 19 (3d12) lightning damage on a failed save or half as much damage on a successful one. Tasha then teleports, along with any equipment she is wearing or carrying, to an unoccupied space she can see within 60 feet of herself.
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Source: Vecna: Eve of Ruin, p. 252 - Licenses and attribution