Agatha All Along is the latest hit series from Marvel of Disney+ streaming. Here are two more witchy takes on the characters to use as opponents in your game!

A Cast for Your Coven

You can make or break a coven with the personalities of its members. When facing witches in a spooky wood or a suburban house that looks quaint and affordable and not sinister in any way, it’s easy to forget sometimes that these “monsters” have needs and wants, too.

Ideally, these needs and wants are complimentary to each other but sometimes, a coven is thrown together because of a lack of other options, and the witches need to make do and learn to work together.

The entries below present two witches with personality, each with their own unique abilities to spread more chaos on the battlefield. Use these to create a dynamic coven for your PCs to face.

See which two witches from the coven we covered yesterday!

She Who Rocks the Shield

Witchcraft simply makes some people badass. This pierced, leather-adorned martial enchantress wields arcane weapons instead of wands, imbuing physical objects or conjuring crackling implements out of thin air. Her role is the protector, throwing herself directly at an opponent when they’re expecting spells to be lobbed at a distance. Is that because this witch knows her time on this plane is limited, and if you move quick enough you might avoid fate’s touch? Don’t ask.

SHE WHO ROCKS THE SHIELD            CR 6

Medium Humanoid

Armor Class 18 (badass leather and metal studs)
Hit Points 78
Speed 30 ft.
Perception 14             Stealth 16      
Vulnerable poison
Resistant piercing, slashing | grappled

STR DEX CON INT WIS CHA
+2 +3 +2 +1 +1 +0

Martial Enchantress. Any weapon She Who Rocks the Shield wields is considered a magic weapon.

Protector. When adjacent to an ally, that ally gains +2 AC.

ACTIONS

Multiattack. She Who Rocks the Shield makes two melee or ranged weapon attacks.

Combat Boots. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Flame-Licked Scimitar. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 3) slashing damage plus 8 (2d6) fire damage.

Studded Belt Whip. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.

Weathered Daggers. Ranged Weapon Attack: +5 to hit, range 30/120 ft. Hit: 8 (2d4 + 3) piercing damage.

Song in Your Head (Recharge 5–6). She Who Rocks the Shield is haunted by a power ballad from her childhood. When she chants the song and bangs her weapons together, any creature within 30 feet who can hear must succeed on a DC 14 WIS save or get the song lodged in their mind, taking 1d6 force damage. An affected creature takes 1d6 force damage at the start of each of its turns until it succeeds at the save.

Spellcasting. She Who Rocks the Shield casts one of the following spells, using CHA as the spellcasting ability (spell save DC 14).

At will: fire bolt, light
3/day each: color spray, shield, thunderwave
2/day each: counterspell, elemental blade, protection from energy

BONUS ACTIONS

Yank from Danger. If She Who Rocks the Shield is adjacent to a willing ally, she can move it up to 10 feet, still adjacent to her.

REACTIONS

Resist the Pull. When an ally is targeted by a spell or spell-like effect that drains it in some way (e.g., losing a spell slot, gaining exhaustion), She Who Rocks the Shield can make a DC 12 CHA (Intimidation) check. On a success, the effect targets her instead.


She Who Really Shouldn’t Be Here

Sometimes, forming a complete coven can be hard. But anyone with a strong will and an interest in being part of a group can be a witch! Theoretically. An everyday mortal recruited to round out a coven’s numbers, this “witch” makes up for her weaker ability with stubbornness and a backbone. She’s lived a life, dammit, and she won’t be ignored!

SHE WHO REALLY SHOULDN’T BE HERE                 CR 1

Medium Humanoid

Armor Class 12 (small stature)
Hit Points 30
Speed 30 ft.
Perception 8               Stealth 10      
Vulnerable bludgeoning, piercing, slashing

STR DEX CON INT WIS CHA
−1 +1 +0 +2 +0 +2

Green Thumb. She Who Really Shouldn’t Be Herehas an innate affinity for the natural world. She has advantage on saves against transmutation spell effects.

ACTIONS

Throw Object. Ranged Weapon Attack: +3 to hit, range 30 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage. This attack can be any small object without penalty.

Spellcasting. She Who Really Shouldn’t Be Herecasts one of the following spells, using INT as the spellcasting ability (spell save DC 12).

At will: cure wounds
2/day each: animal friendship, goodberry, poison spray

BONUS ACTIONS

Call for Help. She Who Really Shouldn’t Be Herescreams for assistance, cutting through nonmagical suppression attempts, such as a gag. Any ally within 500 feet hears her cry.

Nope. She Who Really Shouldn’t Be Here takes the Disengage action and moves 120 feet in any direction.

Please Don’t. She Who Really Shouldn’t Be Here sobs, begging to not be hurt. Every opponent within 30 feet must succeed on a DC 14 CHA save or it can’t target She Who Really Shouldn’t Be Here until the end of its next turn.

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