Witch of the Wastes

Medium humanoid (any), neutral or neutral evil

The witches of the wastes are hedge mages who live alone in the wilderness --- the marshes, the ruins, the edges of the Blightlands --- places where no sane person would settle. They are self-taught casters who learned to draw mana from the tainted ley lines through instinct rather than formal study, and their magic reflects this: raw, unpredictable, and laced with more Void contamination than any academy-trained wizard would tolerate. Some witches are simply hermits who want to be left alone. Others have been driven from settlements for practicing forbidden magic. A few have gone genuinely mad from isolation and Corruption, and these are the ones that adventurers are most likely to be sent to deal with.

Armor Class:13 (natural armor, magical ward)
Hit Points:44 (8d8 + 8)
Speed:30 ft
Challenge:CR 3
STR
9 (-1)
DEX
14 (+2)
CON
12 (+1)
INT
15 (+2)
WIS
16 (+3)
CHA
11 (+0)
Saving Throws:INT +4, WIS +5
Skills:Arcana +4, Medicine +5, Nature +4, Survival +5
Senses:Darkvision 30 ft (from Corruption), passive Perception 13

Traits

Corrupted (3). The witch has Corruption 3. Her appearance is subtly wrong --- dark veins visible beneath pale skin, eyes that reflect light like a cat's. *Detect Evil and Good* does not yet identify her as aberrant, but animals are uneasy around her.

Spellcasting

Mana Pool: 18
Spell Save DC: 13
Casting Ability: WIS

Spells Known: *Toll the Dead* (cantrip), *Poison Spray* (cantrip), *Charm Person* (Tier 1, 2 mana), *Fog Cloud* (Tier 1, 2 mana), *Hex* (Tier 1, 2 mana), *Blindness/Deafness* (Tier 2, 3 mana), *Hold Person* (Tier 2, 3 mana), *Bestow Curse* (Tier 3, 5 mana)

Actions

Gnarled Staff. Melee: +1 to hit, reach 5 ft. Hit: 2 (1d6 - 1) bludgeoning damage.
Cast a Spell. The witch casts one of her known spells.
Witch's Brew (1/Day). The witch throws a vial of noxious alchemical liquid at a point within 30 feet. Each creature within a 10-foot radius must succeed on a DC 13 CON save or take 10 (3d6) poison damage and be poisoned for 1 minute (save at end of each turn to end). On a success, half damage and not poisoned.