Armor Class
19
Tasha the Witch
Medium Humanoid · Chaotic Neutral
Hit Points
210 (28d8 + 84)
Speed
Walk 30 ft.
CR
19
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.