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Monster

Tasha the Witch

Medium Humanoid · Chaotic Neutral

Vecna: Eve of Ruin Page 252
Armor Class 19
Hit Points 210 (28d8 + 84)
Speed Walk 30 ft.
CR 19
STR 10 +0
DEX 18 +4
CON 17 +3
INT 23 +6
WIS 12 +1
CHA 22 +6

Traits

Legendary Resistance (3/Day)

If Tasha fails a saving throw, she can choose to succeed instead.

Magic Resistance

Tasha has advantage on saving throws against spells and other magical effects. (This trait is bestowed by her Robe of the Archmagi.)

Special Equipment

Tasha wears a .

Actions

Multiattack

Tasha makes two Caustic Blast attacks and uses Psychic Whip once.

Caustic Blast

Melee or Ranged Spell Attack +14 to hit, reach 5 ft. or range 120 ft., one target. 21 () Acid damage.

Psychic Whip

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 () Psychic damage and has the condition until the start of Tasha's next turn. On a successful save, the target takes half as much damage only.

Bonus Actions

Abyssal Visage (2/Day)

For 1 minute, Tasha gains a flying speed of 30 feet, is immune to Poison damage and the 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 condition or if she uses another bonus action to dismiss them.

Reactions

Arcane Rebuff

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 () 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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