Witch of Endor
Witch of Endor
Saul said, "find me a witch, that she can summon for me the spirit of Samuel." And his servants said to him, "Behold, there is a witch in Endor."
1 Samuel 28:7-25
The Witch of Endor is the unnamed and enigmatic patron of wayward souls. While few know exactly where to find her, her modest little cottage always seems to reveal itself to those searching for answers... or to make a deal.
Forbidden Magic. The Witch of Endor is an ancient and seemingly ageless mage with a gift for divination magic. She was cast out of Israel during the reign of King Saul for this very reason, but her exile to the remote ruins of Endor in Galilee did not prevent lost souls from seeking her out. The Witch pursues power and knowledge for its own sake; she is neither inherently good or evil. Through ancient practices known only to the most powerful mages of ancient Egypt, the Witch has even learned to bind a Night Spirit into her service as a familiar. This familiar, whom she calls "Drezzy" roams the countryside throughout Judea and beyond keeping the Witch informed of the goings on in the outside world.
Holder of Grudges. The Witch of Endor has a complex relationship with God. Thousands of years of studying the arcane arts have left her with little doubt of God's existence, yet she abhors the idea of living under the constraints of a moral code that might inhibit her ability to acquire greater power or knowledge. She regards God as an old friend with whom she often bickers, yet toward whom she holds no ill will.
Her relationship with demons is a different story. When she was young and naive, she saw demons as potential sources of knowledge and power. She even counted herself as a follower of Lilith for some time. However, it was not long before she saw demons for what they are: purveyors of lies and manipulation. Since the day she narrowly escaped with her life, the Witch of Endor has harbored a burning hatred for demons. Because she values knowledge above all else, the Witch of Endor views deception and the spreading of misinformation as the highest crime. Her vendetta against the demons often creeps into her dealings with mortals, whom she uses as pawns in her schemes. She is well aware that she lacks the power to defeat an ancient demon in direct combat, but she will never hesitate to step on the toes of their plans at any opportunity.
Maker of Bargains. Although King Saul had exiled her from the kingdom, when he desired to speak to the departed soul of his friend, Samuel, he sought her out himself... to his own demise. Over one thousand years later, the Witch is still eager to make bargains with those seeking information or aid. In particular, mortals usually seek her out as a source of information, or to speak to a departed relative. In exchange for these services, the Witch of Endor does not ask for money or gifts. Instead she will ask for a simple favor. These favors are almost always simple, but always carry more importance than they seem. Mortals who agree to these bargains almost always become the unknowing participant in a much larger scheme that may be years or decades in the making. Delivering a note to a mysterious address at exactly noon on the Sabbath may result in an ancient spellbook being shipped to the Witch's cottage rather than to the archives in Alexandria. Giving a cup of water to a legionary in the town square may uncover the scandal of a local politician. For the Witch of Endor, there are no coincidences, only well-laid plans.
The Witch of Endor only meets with those with whom she is intimately familiar. By the time an adventurer "coincidentally" stumbles upon her cottage, she has likely already been watching for weeks, and Drezzy has likely already collected their deepest fears, desires, and regrets. The Witch will use all of this information to set events into motion to either increase her own power, or sow discord into the ranks of her enemies.
Opportunistic Meddler. If the party has demonstrated that they are capable in combat, or expressed a desire to destroy demons, the Witch will certainly capitalize on the opportunity to point them in the direction of her most hated enemies. Below are some examples of "payment" she may ask for in exchange for her services. Depending on where the party encounters the Witch, some of these bargains may make more logical sense than others.
| Witch's Bargain | True Motive |
|---|---|
| "Tomorrow is the anniversary of a young girl's untimely death. Please deliver these flowers to her tomb in Nazareth." | Visiting the crypts in Nazareth will likely result in direct confrontation with the demon Legion. |
| "Bring me a sprig of Nightshade from the city Babylon." | Nightshade only grows in the top tier of the Hanging Gardens: Beelzebub's Lair. |
| "After arriving in Cyprus, knock on the first door you pass." | Causing a disturbance in Cyprus will cause the party to confront an old rival of the Witch's, named Simon the Sorcerer. |
| "Travel east until you find a city with gates of white. Give 1 copper piece to the first beggar you pass." | The Witch has an agreement with a sorceress named Ara in Ecbatana. Ara has agreed to trade a rare magic item in exchange for a capable team of mercenaries. |
| "Find the best party in Tarsus, and sneak in without an invitation." | The Witch is fully aware that the only party in Tarsus this week is the Laimargia pleasure cruise. |
| "Write an anonymous love letter and deliver it to this address in Thebes." | The address is the home of a prostitute contemplating suicide because of the manipulations of Naamah. |
| "Travel to Thonis and throw a stone out into the sea as far as you can." | The Witch has been watching Selene for some time, and knows that a serendipitous meeting in Thonis will set beneficial events in motion. |
Medium humanoid, neutral
Armor Class 17
Hit Points 112
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 16 (+3) | 16 (+3) | 14 (+2) | 16 (+3) |
Saving Throws Cha +7, Int +7, Wis +6
Skills Arcana +7, Insight +6, Perception +6, Religion +7
Languages Common, Aramaic, Old Egyptian, Hebrew
Senses Passive Perception 16
Challenge 7 (2,900 XP)
Features
Magic Resistance. The witch of endor has advantage on saving throws against spells and other magical effects.
Spellcasting. The witch of endor is a 10th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 15, +7 to hit). She has the following spells prepared.
At will: Light, Mage Hand, Mending, Message
1st level (4 slots): Find Familiar (Night Spirit only), Identify, Witch Bolt (+7 to hit) (1d12 Lightning)
2nd level (3 slots): Locate Object
3rd level (3 slots): Counterspell
4th level (3 slots): Phantasmal Killer (Wis 14) (4d10 Psychic), Polymorph (Wis 14)
5th level (2 slots): Contact Other Plane (self save: Int 15), Scrying (Wis 15)
Actions
Bolt. Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 26 (4d12) damage of one of the following types (chosen by the witch): cold, fire, force, lightning, necrotic.
Reveal Soul. The witch targets a creature she can see within 60 feet, forcing it to make a DC 15 Constitution saving throw. On a failed save, the appearance of the target is changed to reflect the corruption of its soul, and its various sins and vices take physical form as disfigurements of its body. A creature that is living in accordance with moral values is immune to this effect. These changes last forever, until the creature genuinely repents of its actions, at which time the disfigurements recede after 1d4 days. Each time a creature affected in this way sees its reflection or is otherwise reminded of the transformation, it takes 3d6 psychic damage. A creature that succeeds on the saving throw is immune to this effect for 24 hours.
Legendary Actions
The witch can take 3 legendary actions, choosing from the options below. Only one Legendary Action may be used at a time, and only at the end of another creature's turn. The witch regains spent legendary actions at the start of her turn.
Detect. The witch makes a Wisdom (Perception) check.
Teleport. The witch magically teleports to an unoccupied space she can see within 120 feet.
Spell (Costs 3 Actions): The witch casts a spell.
Lair Actions
If the Witch is encountered in the region of Endor in Galilee, she has a challenge rating of 10 (5,900 XP). On initiative count 20 (losing initiative ties), the Witch takes a lair action to cause one of the following effects. She can only use lair actions when in Endor, and cannot use the same action two turns in a row.
- The Witch regains a spell slot of any level.
- Until initiative count 20 of the following round, the Witch is immune to all effects (including damage) from spells of level 5 or lower.
- A Golem (Death) emerges from the shadows and joins combat in defense of the Witch. The golem remains until it is reduced to 0 hit points.
- The Witch turns invisible and teleports up to 60 feet away. She remains invisible until she moves or takes an action.
Bible5e custom monster. Its specific traits supplement the current rules. See Using Bible5e Monsters.