Scarlet Witch
Scarlet Witch — The Encounter
Crimson hex-witch crowned in chaos, weaving the red curse · a boss your table can run with almost no prep. SRD 5.1-compatible.
Who Is Scarlet Witch
Folk grimoires name her the Crimson Hex-Witch, a sorceress who paid the old price for power no cunning-woman should hold: the right to unmake what is and rethread it as she wills. Where she walks, milk sours, true names fail, and a man's own luck turns upon him like a knife. The horned diadem she wears is no ornament but a binding, forged to cage the chaos she carries lest it consume her first. She does not hurl fire as wizards do; she pulls at the loose threads of the world and lets misfortune do her killing. Mothers hang iron and red yarn above the cradle against her, for the curse she casts loves children's laughter, and the evil eye she turns upon a foe lingers long after she has gone. To bargain with her is to wager your own story, and the house always wins in scarlet.
Run Scarlet Witch in Sixty Seconds
- Hold ranged. She wants 120 ft. between her and the party. Open with Chaos Bolt to break formation, then Hex Lash to yank a target back into the open.
- Kill-priority is enemy casters. Probability Hex shuts down a healer's concentration save or a martial's big hit. Spend the reaction every round on whoever threatens the party most.
- Warp Reality on clusters. The instant two or more PCs bunch up, drop the 20-ft. sphere for 6d8 psychic and prone, then chain Crimson Curse off the kill.
- When bloodied, she rethreads luck. Lean hard on Probability Hex and Hex-Woven Mind advantage; force every clutch roll to come up wrong for the party.
- Three ways to run her: as a duelist who lashes one hero and pins them; as a battlefield-controller who curses clusters; or as the witch-queen behind a lair of hexed thralls.
Scarlet Witch
Medium humanoid (spellcaster), neutral evil
CR 6 · 2,300 XP · GUIDELINECrimson Curse. Signature. When the witch reduces a creature to 0 hit points or scores a critical hit with a spell, scarlet hex-fire erupts. Each creature of her choice within 10 ft. of the target takes 7 (2d6) psychic damage and must succeed on a DC 14 Wisdom save or have disadvantage on its next attack roll as the red curse clings to it.
Hex-Woven Mind. The witch has advantage on saving throws against spells and other magical effects, and any creature that scrys upon or telepathically contacts her takes 7 (2d6) psychic damage.
Actions
Multiattack. The witch makes two Chaos Bolt attacks, or casts a spell and makes one Chaos Bolt attack.
Chaos Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 17 (4d6+3) force damage, and the witch may push the target 10 ft. on a failed DC 14 Strength save.
Hex Lash. Melee Spell Attack: +7 to hit, reach 15 ft. (writhing tendril of red energy), one target. Hit: 14 (3d6+4) psychic damage, and the target is grappled (escape DC 15) by the lash until the witch releases it.
Warp Reality (Recharge 5-6). The witch twists fate in a 20-ft.-radius sphere within 90 ft. Each creature there must make a DC 14 Wisdom save, taking 27 (6d8) psychic damage and being knocked prone on a failure, or half damage on a success.
Bonus Actions & Reactions
Probability Hex. Reaction (when a creature the witch can see within 60 ft. makes an attack roll or saving throw): she warps the odds, forcing that creature to reroll and use the lower result.
She floats above a churning vortex of liquid metal and scarlet fire, a horned crown of hex-iron upon her brow, red curse-light streaming from both raised hands. Reality bends and frays in her wake.
Scarlet Witch, Bound
Companion · acts on your initiative
Bound · GUIDELINECurse-Anchor (signature). While within 30 ft. of the witch (or its bearer), allies have advantage on saving throws against being charmed or frightened, and the witch regains 5 hit points whenever an enemy within 30 ft. fails a saving throw against fear or a curse.
Actions
Hex Spark. Ranged Spell Attack: +6 to hit, range 60 ft., one target. Hit: 10 (2d6+3) psychic damage.
Reactions
Ward the Witch. Reaction (when its bearer takes damage): the diadem flares, reducing that damage by 8 (2d6+1) as red light scatters the blow.
A horned crown of hex-iron that hums with caged chaos, worn or carried as a focus for the red curse.
Guideline numbers — formula-tuned and read from the miniature's design, not yet table-proven. Tell us how it ran in the comments.
How It Fights — by Tier
Same creature, scaled threat. The traits never change; only the numbers move.
Open from range with Chaos Bolt to scatter the party, then Hex Lash the front-liner to pin them in place. If foes cluster, hold Warp Reality for the moment two or more stand together. Pair her with a fast melee minion to body-block while she stays at 120 ft.
Open by spending Probability Hex on the enemy's strongest hitter, then Multiattack with Chaos Bolts on the squishiest spellcaster (kill-priority: enemy casters/healers). When clustered, lead with Warp Reality, then mop up with Crimson Curse chains. Run her as the menace behind a wall of minions or a bigger bruiser, not alone.
Place her at the heart of a cursed lair full of lesser hexed thralls and let them screen her. Open with Warp Reality on the densest cluster, Probability Hex the boss-killer every round, and use Hex Lash to drag stragglers into the kill-zone. Pair her with a heavier flagship threat so she is the controller, not the wall.
Put Scarlet Witch on the table
Download the presupported STL and run the fight tonight — the model, and the encounter that comes with it.
Get the STL on MyMiniFactory →Clay Cyanide Companion Rules v1
How a bound creature acts
- A companion acts on its owner's initiative, immediately after the owner.
- It uses the Companion block above — roughly ×0.6 HP and damage, no recharge abilities, and at most one reaction trait.
- It moves freely; it takes its Action only while its owner is conscious.
- At 0 HP a companion is broken, not dead — restored on a long rest unless your table rules otherwise.
Original Clay Cyanide material © Clay Cyanide LLC — explicitly not the non-SRD official sidekick rules.
Questions, Asked at the Table
What CR is Scarlet Witch?
Her home tier is a CR 6 controller-caster (T2, ~2,300 XP) built for level 5-10 parties. Tier panels also scale her to CR 2-ish for level 1-4 and CR 11-ish for level 11-15; trait and action wording stays identical, only the numbers move.
Can Scarlet Witch be a companion or ally?
Yes. The bound Diadem is provided as a ready-to-run companion (AC 14, 70 HP) that anchors allies against fear and curses, sparks foes at range, and shields its bearer. You can also reskin the witch herself as a wary patron-NPC who lends Probability Hex to the party once per fight.
Is she safe to use in published or commercial content?
We ship her as a public-domain crimson hex-witch grounded in real witchcraft folklore (hexes, the evil eye, fate-twisting curses) rather than any proprietary character. All mechanics are SRD 5.1 only, so the stat block is clean to reuse at your table.
Tell Us How It Ran
This work includes material taken from the System Reference Document 5.1 ("SRD 5.1") by Wizards of the Coast LLC and available at dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at creativecommons.org/licenses/by/4.0/legalcode.
Clay Cyanide Miniatures is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC. This content is compatible with the fifth edition of the world's most popular fantasy roleplaying game. Companion rules, lore, names, and original mechanics © Clay Cyanide LLC.
Technical Specifications
32mm, 75mm
STL, Pre-supported STL
Standard or ABS-like resin, 0.05mm layer height
Yes — ready to print, optimized supports included
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