The Sea Witch 6 (18)

We Are All Mad Here

Living in the darkest depths of the sea, The Sea Witch is dangerous, wily, persuasive, and scheming. She is best known for brewing up life options--for a price. If you want what she's got (and she's got everything), you bring her what she wants. It might be your voice, your hair, or your firstborn. Or all three. Surely you won't miss them . . .

Environment: (Other)

Motive: Domination of others, power, knowledge, eternal life or beauty, hunger, revenges

Health: 21

Damage Inflicted: Moderate wound (5 points)

Movement: Short; long when flying (on a broomstick)

Modifications: Persuasion, intimidation, coercion, and swimming as level 8

Combat: She can use the following abilities: charm, familiar (water snakes), glamour, imprison, protect, seduce, and shrivel.

Interactions: The Sea Witch will always make a bargain, take a bet, gamble all she's got on the downtrodden and woe-be-gotten. Not because her heart is big, but because she makes sure that the house--that's her—always wins.

Uses: The characters need a potion, a spell, a curse, or any other bit of magic, large or small, and The Sea Witch will find a way to put it in their hands and let them walk away thinking they've come out ahead. At least until she comes to collect.

Loot: A chest full of gifts and winnings from lovers, fawners, and those who should have known better, including 1d6 cyphers and two artifacts.