Bossmode.The creature has Max HP and as many Legendary Actions as it has remaining Resistances. Reduce effects and saves from actions proportionally with Legendary Action points spent. Common actions such as Dodge cost at least 2 Legendary Actions.
Legendary Resistances (OOOO/day). When the creature fails a saving throw, it may choose to succeed instead.
Misty Escape. As a reaction to taking damage the Witch can teleport to a place they can see and become invisible until they start their next turn.
Immortality's Embrace. When reduced to 1hp, the Witch can make a CHA save to be dropped to 1hp instead. The DC is equal to the damage taken, but she may expend spell slots to enhance the check, adding 1d8 per level of spell slot expended.
Deep Insight. As a Bonus Action, the Trickster can roll Insight vs the target's Deception to gain a deeper truth about them. On fail, the creature has disadvantage on saving throws vs the Witch until they complete a Long Rest.
Fey Charm (Recharge 5-6). The Witch targets one creature she can see within 50 feet. The target must succeed on a DC 14 WIS Save or be charmed for 1 minute.
Staff Weapon Attack. +5 to hit.
Hit. 12 (2d8+3) Force damage.
Force Blast. +6 to hit, Range 50/200
Hit. 13 (2d12+0) Force damage.
Scream. Recharge 5-6 All creatures within a 25ft Cone or 50ft Line must make a DC 13 DEX Save or take 5 (5d10) Psychic damage.or half on success. Failure by 5 or more and they take 2 (2d10) additional damage until it is removed as an action.Failure by 5 or more and they are Charmed until they complete a Short Rest or they succeed on a DC 13 WIS save at the end of their turn.
1x Blighted Touch Melee Spell attack. +-2 to hit, then a DC 14 CON Save.
Hit. 14 (3d8) Necrotic damage unless the target succeeds a DC 14 CON Save. On success, the damage is halved. On fail by 5 or more, half the damage heals the Witch. Succeeding a CON save by 5 or more renders the victim immune to this attack forever.
1x Life Drain Melee Attack. +-5 to hit, Range 40ft.
Hit. 0 (0d12) Force damage, and the target must make a DC 14 CON Save or lose 1 Hit Die, healing the witch for 1d8+2.
Telepathic Bond. The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.
2x Claw Multiattack Natural Weapon. +9 to hit.
Hit. 17 (4d8+4) Slashing damage.
Hypnotic Song. The Wednesday Adams begins to sing a distracting song. Creatures of its choice (that can hear) within 40ft. must make a DC 17 WIS save or become Stunned. Each round the fiend continues the song, creatures must repeat the save, with continued failures causing Restrained, Paralysis, then a temporary Charm that lasts until they complete a Short Rest.
Eldritch Bow. Spell Attack, +9 to hit, Range 150/600.
Hit: 45 (8d8+9) Force damage.
Charm. One humanoid the fiend can see within 40ft of it must succeed on a DC 17 WIS Save or be magically charmed until the end of their next long rest after 24hrs. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only charmed at a time. If it charms another, the effect on the previous target ends.
Draining Kiss. The fiend kisses a willing (or charmed) creature. The target must make a DC 17 CON Save, taking 39 (6d10+6) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. If a charmed creature was slain in this way, the creature's soul is captured by the Wednesday Adams until released through the fiend's death or choice.
Etherealness. The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.
Lingering Poison Creatures subjected to the Poison damage of the vine's Constrict attack must also make a DC 16 CON Save or become paralyzed for 10 minutes.
Constrict. Melee Weapon: +10 to hit, Reach 20 ft.
Hit: The target takes 24 (3d10+7) bludgeoning damage, and it is Grappled (Escape DC 18). Until this grapple ends, the target is restrained, and it takes 42 (12d6) poison damage at the start of each of its turns.
The vine can constrict only one target at a time.
Entangling Vines. The assassin vine can animate normal vines and roots on the ground in a 20-foot square within 40 feet of it. These plants turn the ground in that area into difficult terrain.
A creature in that area when the effect begins must succeed on a DC 14 STR Save or be restrained by entangling vines and roots.
A creature restrained by the plants can use its action to make a DC 18 Strength (Athletics) check, freeing itself on a successful check.
The effect ends after 1 minute or when the assassin vine dies or uses Entangling Vines again.
When fully grown, a tri-flower frond stands 6 to 7 feet tall. It has three bright, trumpet-shaped flowers, each as large as a human head and each one a different color: intense red, vivid orange, and bright yellow. Each flower can harm a creature in a different terrible way.
Loot Value 1000
Multiattack. The tri-flower frond uses its orange blossom, then its yellow blossom, and then its red blossom.
Orange Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 18 Constitution saving throw or be poisoned for 1 hour.
While poisoned in this way, the target is unconscious. At the end of each minute, the poisoned target can repeat the saving throw, ending the effect on itself on a success.
Yellow Blossom. The tri-flower frond chooses one creature it can see within 5 feet of it. The target must succeed on a DC 18 Dexterity saving throw, or it is covered with corrosive sap and takes 15 acid damage at the start of each of its turns. Dousing the target with water reduces the acid damage by 1 point per pint or flask of water used.
Red Blossom. Melee Weapon Attack: +8 to hit, reach 5 ft.
Hit. 23 (8d4) piercing damage, and the target is grappled (Escape DC 18). Until this grapple ends, the target takes 13 (5d4) poison damage at the start of each of its turns. The red blossom can grapple only one target at a time. Another creature within reach of the tri-flower frond can use its action to end the grapple on the target.