One of Strahd's hedge witches: frost and sickness from a distance, sleep and laughter to stop a fight, claws when it changes shape.
AC
HP
Speed
CR
XP
10
16 (3d8+3)
30 ft
1/2
100
STR
DEX
CON
INT
WIS
CHA
7 (-2)
11 (+0)
13 (+1)
14 (+2)
11 (+0)
12 (+1)
Skills: Arcana +4, Perception +2
Senses: darkvision 60 ft; passive Perception 12
Languages: Common
Actions
Claws (Requires Alter Self). Usable only while the witch's Alter Self has given it claws. Hit: 7 (2d6) Slashing damage; the attack counts as magical.
Dagger. Stabs with a dagger, or throws it up to 60 ft.
Ray of Frost. Ranged spell attack: +4 to hit, range 60 ft. Hit: 4 (1d8) Cold damage, and the target's Speed is 10 feet lower until the start of the witch's next turn (the slow is text only for the engine).
Spellcasting. The witch casts spells as a 3rd-level wizard, using Intelligence (spell save DC 12, +4 to hit with spell attacks). Cantrips (at will): Mage Hand, Prestidigitation, Ray of Frost. 1st level (4 slots): Ray of Sickness, Sleep, Tasha's Hideous Laughter. 2nd level (2 slots): Alter Self, Invisibility.
Where you meet it
Castle Ravenloft, the Tower Rooms: Around the cauldron, women in black rags look up all at once with the same wet smile. The brew heaves, and…