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```statblock
monster: Warp Witch
```
# Info
These ethereal phantoms haunt the places where they died, grasping for any memory of their former identities. Their mental anguish breaks the minds of those who hear their wails, and they induce rapid mutations when they possess humanoid bodies.
- These ghosts replace their Horrifying Visage action with the following actions:
**Psychic Wail** (Recharge 5-6). Every creature within 30 feet of the [[warp witch]] must succeed on a DC 13 Intelligence saving throw or take 10 (3d6) psychic damage and become [[incapacitated]] until the end of the warp witches next turn.
**Mutate Host** The [[warp witch]] can use a bonus action while it is possessing a creature to force mutations upon its host. The possessed creature must succeed on a DC 13 Charisma saving throw or gain one level of [[contamination]]. Rather than rolling to determine if a mutation occurs, the [[warp witch]] automatically causes a random mutation.
Random Mutations: `dice: [[Contamination#^Mutations]]`
# Mechanical Features
**Fully Contaminated** This creature is immune to [[contamination]], and has advantage on saving throws against contaminated spells.
**Haze Adaptation** This creature may benefit from a long rest finished within [[the Haze]]. It can see twice as far through [[the Haze]] mists and [[The Haze|Deep Haze]] fog.
**Haze Dependence** This creature gains one level of [[Exhaustion]] for every twenty four hours it spends outside [[the Haze]]. These [[Exhaustion]] levels cannot be removed while the creature is outside [[the Haze]].
**Delerium Healing** As an action, a monster can touch a [[delerium]] shard to regain 10 (3d6) hit points. Once a monster has used a [[delerium]] shard in this way, the shard can’t be used in this manner again for twenty four hours.
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