Session 6
Recap:
- Ended as Fisher Wizard was finally resuscitated by Alton
Witch Boss Fight:
The Witch of Surrey

- Armor Class
- 12
- Hit Points
- ()
- Speed
- 45 ft., fly 30 ft. (hover)
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 12 | 14 | 17 | 1 | 11 | 10 |
- Saving Throws
- Wis , Cha
- Damage Resistances
- acid, fire, lightning, thunder, bludgeoning, piercing, and slashing from nonmagical weapons
- Damage Immunities
- cold, necrotic, poison
- Condition Immunities
- charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
- Senses
- darkvision 60 ft.
- Languages
- None
- Challenge
- 4 (1,100 XP)
Detect Life. The witch can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.
Incorporeal Movement. The witch can move through other creatures and objects as if they were difficult terrain. She takes 5 () force damage if she ends her turn inside an object.
Actions
Corrupting Touch. Melee Spell Attack: to hit, reach 5 ft., one target. Hit: 12 () necrotic damage.
Horrifying Visage. Each non-undead creature within 60 ft. of the witch that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the witch is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the witch's Horrifying Visage for the next 24 hours.
Wail (1/Day). The witch releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 ft. of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 () psychic damage.The woeful witch is a spiteful creature formed from the spirit of a female elf. Its face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Methods to Attack Witch:
-
The Rat Spirit gives some advice
- "Frog Man...though your heart appears black and cold, your self-sacrifice has better put its condition into perspective...
What you believe in, you pursue with unrelenting determination...For some, this presents as foolishness...for others it is bravery...though in the greater perspective, the two are intrinsically the same...
I commend this act, and so wish to lend you what assistance that I can...
Be my decision foolish...or brave...I choose to believe there is hope for your future, as well as the rest of your party...
Though your heart is once more beating...your soul does not so quickly lose contact with the realm of spirits...
If it be your wish...I will grasp hold of your essence in my ghastly 24,000 PSI rat mouth...and keep your spirit from fully severing its connection to the afterlife...
If you are to truly destroy the curse that's plagued this land, then you will almost certainly find it helpful to not abandon your link to the spirit realm..."
- "Frog Man...though your heart appears black and cold, your self-sacrifice has better put its condition into perspective...
-
One of Deborhai's connections appears to give them information on Ghost Logarithms
- Town member that has word from Deborhai sneaks up to them in the night and says something along the lines of:
"Ay jag-offs, great job on earning the trust of the Cathannians—doing a murder-heist and getting the whole town to mob against you was EXACTLY what she was wantin' from ya!"
"Look, I been listenin' around and I'm tryna help you out, okay? Now, I've spent my time in Oghma's Library and I've seen quite a lotta stuff; its Deborhai ain't hirin' no copper-store spies—'cept you five it seems. Point is: they got some real niche stuff in there, no knowledge is more or less important than another, so they got some cuckoo's ramblings in there right next to archmagi studies. When I did some skimming around, I remember readin' this discredited necromancer with some theories that sounded an awful lot like that "Ghost Squared" business. I thought it was goofy so it's stuck with me ever since—I'd tell you some more of my stories but you's a buncha murderers and I don't joke with murderers—even if Chester could be a pain in the rear."
"If ghosts can exponentiate, then to get it down to your level you're gonna have to take its logarithm—however that looks like. Here; all the queen's spies got an emergency revivification glyph in case things turn south. Look, I don't know how you's would manage it, but if you's can get a ghost on your side or somethin' then its worth a shot tryin' to revivify the thing down into a level you can manage."
"Now...I was neva' here, AND Y'ALL DON'T GO KILLIN' MORE CIVILLIANS."
- Town member that has word from Deborhai sneaks up to them in the night and says something along the lines of:
-
The Corpse residing within Jazmine is key
- I'm thinking that Jazmine's blood will be integral to attacking it. The curse is resistant to basically all non-magical attacks (except force, psychic, and radiant) so I feel like her blood should act as a sort of bridge between the living and the dead.
- The curse should regenerate health every round worth 1d12 unless the attack is coated with her blood.
- When the fight concludes, the curse will be fully consumed by the malicious blood and torn apart from the inside.