Witch Doctor
Medium humanoid, neutral evil
Armor Class
13 (leather armor)
Hit Points
91 (14d8 + 28)
Speed
30 ft.
STR
8 (-1)
DEX
15 (+2)
CON
14 (+2)
INT
10 (+0)
WIS
17 (+3)
CHA
12 (+1)
Senses
passive Perception 13
Saving Throws
Con +5, Wis +6
Skills
Animal Handling +6, Insight +6, Sleight of Hand +5
Languages
Common, Primordial
Challenge
5 (1,800 XP)
Innate Spellcasting. The witch doctor’s innate spellcasting ability is Wisdom (spell save DC 14). The witch doctor can innately cast the following spells, requiring no material components:
-
3/day each: darkness, hex, hellish rebuke
-
1/day each: counterspell, fear, magic circle
Totemic Ritualist. Whenever the witch doctor uses its action to cast a spell, it may use its bonus action to conjure a totem if able.
Actions
Multiattack. The witch doctor conjures a totem is able. It then makes two attacks with its claws or two with its blowgun.
Dagger. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Blowgun. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 14 (4d6) poison damage.
Conjure Totem (Recharge 4-6). The Witch Doctor creates a powerful, magical totem in an unoccupied space within 30 feet. This totem is a tiny object with 15 hit points and AC 12. The totem provides bonuses to the witch doctor and its allies until destroyed. The witch doctor may only have one totem of each type active at a time. When the witch doctor summons a totem it chooses from the following options:
- Invigorating Totem. On initiative count 20 (losing ties), evil creatures within 30 feet of the totem regain 5 (1d10) hit points.
- Empowering Totem. Evil creatures within 30 feet of the totem deal an additional 5 (1d10) force damage on all weapon attacks.
- Impeding Totem. The area within 30 feet of the totem is considered difficult terrain for non-evil creatures.