Erzoun, Shadar-Kai Witch

The next member of the shadar-kai trio that have turned the Raven Roost bandits into such nightmares is the witch Erzoun. A prolific spellcaster and alchemist with several custom designed spells and alchemic recipes, she was the magical advisor for the same warlord as Geriesh. Like Geriesh, she followed her lord on his new mission, and has settled in as a disturbing but highly competent commander for the Raven Roost specialists. She taught basic alchemic concoctions to some members, and has forged the sharpshooters into the bloody terrors they are now.

Erzoun works well with her allies by helping ensure they split duties and specializations to avoid overlap and strife. It was her plan to ensure the different forces within the bandits would have to rely on one another while still standing separate. The prideful shadar-kai are obligated to work together, but don’t see the others as pushing in on their positions. As another way of controlling the bandits more easily, Erzoun is not teaching any magic, forcing them to remain content with the more mundane alchemic arts. These she views as easier to control and limit the ability of the “lesser” bandits from threatening their masters.

Originally from the 4e Monster Vault: Threats to the Nentir Vale.

5th Edition

Medium humanoid (elf, wizard), neutral evil
Armor Class 17
Hit Points 99 (18d8 + 18)
Speed 30 ft.
Str 10 (+0) Dex 16 (+3) Con 12 (+1) Int 19 (+4) Wis 15 (+2) Cha 16 (+3)
Saving Throws Con +4, Int +7, Wis +5
Skills Arcana +7, Religion +7
Senses darkvision 60 ft. passive Perception 12
Languages Common, Elvish
Challenge 6 (2300 XP)
Quickshadow Aura. Each creature of Erzoun’s choice within 25 feet of her at the start of its turn can use the Disengage action as a bonus action on that turn.
Shadow Armor. While Erzoun is wearing no armor and wielding no shield, her AC includes her Intelligence modifier2E
Shadow Jaunt (1/Short Rest). As a bonus action, Erzoun can teleport up to 15 feet to an unoccupied space she can see. Until the start of her next turn, she gains resistance to all damage except force and psychic damage.
Erzoun makes two attacks, or makes one attack and casts one at will spell. She may use Witch’s Prophecy instead of casting a spell, if it is available.
Blackfire Touch. Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6+4) fire damage plus 7 (2d6) necrotic damage.
Chill Touch. Ranged Spell Attack: +7 to hit, range 120 ft., one creature. Hit: 17 (3d8+4) necrotic damage and the target can’t regain hit points until the start of Erzoun’s next turn.
Witch’s Prophecy (1/Short Rest). Erzoun targets one creature she can see within 50 feet of her. The target must succeed on a DC 15 Charisma save against this magic or be charmed. Erzoun chooses one willing creature within 50 feet of her; the charmed target has disadvantage on all attack rolls that are not against the chosen creature. This effect lasts for 1 hour, or until the chosen creature drops to 0 hit points.
If the target succeeds on its saving throw, this ability recharges at the start of Erzoun’s next turn.
Spellcasting. Erzoun casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: blindness/deafness, darkness
1/day each: black tentacles, dispel magic

13th Age

Double-strength 3rd level caster [humanoid] C2A0
Initiative: +8
Blackfire Touch +8 vs2E PDC2A0- 10 fire damage plus 10 negative energy damage
Natural Even Hit or Miss:C2A0The target pops free from Erzoun.
R: Beshadowed Mind +8 vs. MD (one or two nearby enemies)C2A0- 10 psychic damage, or 20 psychic damage if used against a single enemy
Natural Attack Roll Higher Than the TargetE28099s Wisdom:C2A0Creatures far away from the target are invisible to it (save ends).
R: WitchE28099s Prophecy +8 vs. MD (one nearby or far away enemy)C2A0- Erzoun chooses one nearby normal ally. The target deals half damage when attacking any creature other than the chosen ally. This effect lasts until the end of the battle or the chosen ally drops to 0 hit points
Limited Use:C2A01/battle, recharges if the attack misses.
C: Deep Shadow +8 vs. PD (1d4 nearby or far away enemies in a group)C2A0- The target takes 10 negative energy damage at the end of its next turn if it doesnE28099t move
Sustain:C2A0Erzoun can repeat this attack as a quick action on her next turn.
Shadow Jaunt:C2A01/battle, as a move action, Erzoun can teleport to a nearby spot she can see and gain resist damage 12+C2A0against all damage except force damage until the start of her next turn. If an attack hits Erzoun while sheE28099s staggered, this ability recharges and she can use it as an interrupt action.
Quickshadow Aura:C2A0Nearby allies gain a +5 bonus to disengage checks.
ACC2A018 PDC2A015 MDC2A017 HPC2A080

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