Octavia: the witch of the Nine

by DARKMOONlite

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Octavia & Oscar


Octavia

Medium humanoid (Illusion), Chaotic


  • Armor Class 17 (Arcane Armour)
  • Hit Points 135 (18d8 + 54)
  • Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 20 (+5)

  • Saving Throws Con +9, Int +10, Cha +11
  • Skills Animal Handling +8, Arcana +16, Deception +17, History +10, Medicine +8, Nature +10
  • Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
  • Damage Immunities cold, poison
  • Condition Immunities charmed, poisoned
  • Senses darkvision 30 ft., passive Perception 12
  • Languages Common, Halfling, Primordial
  • Challenge 17 (18,000 XP)

Legendary Resistance (3/day). If Octavia fails a saving throw, it can choose to succeed instead.

Spellcasting. Octavia is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Octavia has the following spells prepared:

Cantrips (at will): Acid Splash, Frostbite, Ray of Frost, Dancing Lights, Mage Hand, Prestidigitation, Minor Illusion
1st level (4 slots): Bane, Detect Magic, Charm Person, Blood Print, Hollowing Curse, Absorb Elements, Armour of Agathys,
2nd level (3 slots): _Detect Thoughts, Enthral, Knock, Misty Step, Suggestion _
3rd level (3 slots): Bestow Curse, Counter Spell, Dispel Magic, Remove Curse, Speak with Dead, Ruby-eye Curse, Nondetection
4th level (3 slots): Ice Storm, Dimension Door, Polymorph, Gahoul's Scapegoat
5th level (3 slots): Cone of Cold, Contagion, Dominate Person, Modify Memory, Scrying, Telekinesis
6th level (2 slots): Wall of Ice, Elemental Curse, Mass Suggestion, Winter Flower
7th level (1 slots): Mirage Arcane, Plane Shift, Teleport
8th level (1 slot): Feeblemind, Power Word Stun
9th level (1 slot): True Polymorph, Weird

Actions

Rapier. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) damage.

Legendary Actions

Octavia can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Octavia regains spent legendary actions at the start of its turn.

Cantrip. Octavia casts a cantrip.

Hex Magic (Costs 2 Actions). Octavia casts a Hex from the list below targeting one creature it can see. Only 1 Hex can be active at any time. When targeted the target can make the corresponding save with disadvantage on the initial role, and at the end of their turn to end the effect and become immune to this ability for 24h.
Charm: WIS, The creature becomes charmed.
Disorientate: CON, whenever the target makes an attack roll, it must roll a d6 and subtract the number rolled from the attack role.
Ruin: CON, the targets armour class decreases by 3 to a minimum of 10
Slur: CHA, if the target attempts to cast a spell, they must roll a d20, on a odd roll the casting fails.



Oscar

Tiny beast (Ferret), unaligned


  • Armor Class 13
  • Hit Points 50 (20d4)
  • Speed 30 ft., climb 20 ft., swim 20 ft.

STR DEX CON INT WIS CHA
3 (-4) 16 (+3) 10 (+0) 8 (-1) 12 (+1) 5 (-3)

  • Saving Throws Dex +6
  • Skills Acrobatics +6, Athletics -1, Medicine +4, Perception +4, Stealth +9
  • Damage Resistances bludgeoning, lightning, poison
  • Damage Immunities cold
  • Condition Immunities grappled, incapacitated
  • Senses darkvision 60 ft., tremorsense 15 ft., passive Perception 14
  • Languages understands Common and Halfling
  • Challenge 6 (2,300 XP)

Keen Hearing and Smell. Oscar has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Snow Companion. Oscar provides anyone holding him Immunity to Cold damage, and you cannot become exhausted due to the effects of Cold Weather. If you sleep beside him your dreams are filled with flashing snowstorms.

Spellcasting (3/Day). The Oscar is a 0th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Oscar has the following spells prepared:

Cantrips (at will): Frost Bite, Shape Water, Druidcraft

Play Dead (Once per Day). When Oscar reaches 0 Hit Points but is not killed outright, it instead drops to 1 Hit Point and "Plays Dead" for up to 1 hour. A creature unfamiliar with Oscar must make a DC 18 Wisdom Check to recognise it as Alive. While in this state Oscar becomes immune to Slashing and Bludgeoning Damage.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.

Snow Spirit (Once per Day). For the Next Hour Oscar gains the creature type: Elemental, gains a 30ft Flying speed and becomes Immune to Fire damage. At the start of Oscar's next turn a snow storm arrives, pick from the options Below
Squall: radius: 1 mile. The area becomes inhospitable for most life. Every Creature without Immunity to Cold Damage receives the following effects: Their Range of sight within the Squall decreases to 20 ft, flight speeds are halved. Every Creature without resistance to Cold Damage takes 7 (2d6) Cold Damage at the start of their turn if they are not within shelter.
Blizzard: radius: 50 ft. The area becomes deadly for most creatures. Every Creature without Immunity to Cold damage receives the following effect: Blinded, Deafened and at the start of that creatures turn they take 18 (4d8) Cold Damage and must make a DC 14 CON save or gain a point of exhaustion. Creatures that are enclosed by walls have advantage on this check. All magical and Non-magical fires are snuffed out.


Practice

Safe

Homebrewing

The Witch: Terese Nielsen

The Ferret: Riker Creatures

Cover Art: Wallpapers

Witch Hut Interior: Ann Kondrat

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