Nessarose Thropp, The Wicked Witch of the East
“You won’t believe how the Wicked Witch of the East lost everything in one crushing moment—literally.”

- Alias – The Silent Tyrant, Nessarose Thropp, She Who Binds
- Gender – Female
- Race – Human (Augmented by Arcane Forces)
- Occupation – Sorceress-Queen of Munchkinland, Governor, Arcane Enforcer
- Religion – Fatalist Orthodoxy (a fictional lawful magic faith centered on prophecy and divine order)
- Allies – Elphaba Thropp (estranged sister), Glinda (temporary ally in Wicked), Lawful Magistrates of the Eastern Court, Silent Wardens
- Enemies – Dorothy Gale, Munchkin Resistance, Boq (after betrayal), Followers of Chaos Magic, Elphaba (post-Nessarose’s death)
- Abode/ Base of operations – Tower of Immutable Law (capable on command of floating tower above a bound leyline nexus)
- Nationality – Eastern Ozian (House of Thropp)
- Languages – Ozian Common, High Arcana, Infernal, Celestial, Contract-Speech (a magical tongue used for binding pacts)
- Alignment – Lawful Evil
- Affiliation(s) – The Thropp Dynasty, Eastern Ozian High Council (defunct), Church of the Binding Star
- Significant others – Boq (unrequited love, cursed into the Tin Man in some versions), emotionally tied to Elphaba (complex sibling bond)
Origins and Myth
Born under a cursed eclipse in a time when magic and prophecy were one, the Wicked Witch of the East—known in some texts as Nessarose of Thropp—was marked by fate from the beginning. As a child, she was unable to walk, a condition seen by her cult-like followers as both divine punishment and divine promise. Her family, highborn and tangled in prophecy, sheltered her while pouring countless resources into forbidden spellcraft and celestial alignments to restore her strength. The eventual gift of the Silver Slippers, artifacts of wild magic bound by elven rune and infernal flame, gave her the power to stand—and with it, a drive to dominate.
Rise to Power
Nessarose rose not with fire, but with law. Her ascension to ruler of Munchkinland was a cold, calculated campaign—political, magical, and moral. She enacted sweeping decrees, binding the land in silence, curfews, and fear. Her rule was absolute; no bird flew, no laughter rose, and no Munchkin dared defy her. Using sigil-magic and oathbinding contracts, she locked the population in servitude, enforcing obedience through magical silence and gravity wards that could pin a man to the earth or rip him into the air with a gesture.
Personality and Motivation
Unlike her sister, Elphaba of the West—driven by rebellion and fire—Nessarose was an enforcer of divine justice. She saw her rule as destiny, a sacred task given to her alone. Her sense of morality was rigid, even puritanical. To her, mercy was weakness, and love was distraction. And yet, behind her merciless rule was deep insecurity, a need to prove herself worthy of love, of legacy, and of the power she was told she deserved. Her love for the Munchkin boy Boq—unreciprocated, unfulfilled—turned bitter, and some say it was this personal loss that first led her to weaponize magic in vengeance rather than justice.
Legends and Death
According to popular myth, her end came suddenly, crushed beneath a farmhouse hurled from the skies by chaotic magic. Most believe this marked her true death. However, ancient wizarding circles whisper that she was not killed, only displaced—shattered across timelines, pieces of her essence tied still to the slippers that vanished with the girl named Dorothy. Some say she watches from the Astral Plane, awaiting the moment the shoes return to her hands—and with them, her power, her rule, and her revenge.
Physical Description
The Wicked Witch of the East is a vision of commanding, controlled elegance. Her garments are long, angular, and impossibly clean, stitched with celestial glyphs in silver and indigo silk. Her silver slippers hover inches above the earth, humming with ancient power, leaving no footprint in their wake. Her face is sharp and sculpted, seemingly ageless, with mirrored eyes that reflect not reality, but the worst possible futures. When she speaks, her voice carries with it the weight of law—a voice that turns commands into truth.
Influence on the World
Even in death, her name invokes shivers. Her former territory still bears the marks of her dominion—fields where time slows, roads that whisper old commands, and villagers who still pause at invisible curfews. Some of her sentient contracts remain active, still enforcing long-expired decrees. And in certain ancient circles, witches and warlocks still invoke her name when binding spells or forging grim pacts, invoking her title as a symbol of ruthless precision and inevitable fate:
“By the law of the East, so it shall be done.”
Wicked Witch of the East 5e
Wicked Witch of the East, Pathfinder
Wicked Witch of the East

“She rules not with fire or fury, but with absolute, unspoken law.”
Medium Humanoid (Witch), Lawful Evil
Challenge Rating: 21 (33,000 XP)
Description
The Wicked Witch of the East was not a creature of chaos, but of cruel order. Silent, unseen, and unwavering, she imposed her rule upon the Munchkin lands through enchantments etched into the stones and air. Her magic was not flashy—it was binding. In the East, a broken promise could damn a soul, and a whispered curse from her tower would echo through generations.
Armor Class: 20 (Mystic Protection)
Hit Points: 290 (25d8 + 175)
Speed: 0 ft. (floats 6 inches above the ground), Fly 40 ft. (hover)
Ability Scores
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
10 (+0) | 18 (+4) | 24 (+7) | 27 (+8) | 20 (+5) | 26 (+8) |
Saving Throws
Int +15, Wis +12, Cha +15
Skills
Arcana +15, Insight +12, Persuasion +14, History +13
Damage Resistances
Necrotic, Cold, Force; Bludgeoning, Piercing, and Slashing from nonmagical weapons
Condition Immunities
Charmed, Frightened, Grappled, Restrained
Senses
Truesight 60 ft., Passive Perception 20
Languages
Common, Ancient Munchkin, Infernal, Telepathy 120 ft.
Traits
Geasbound Lands.
While within the Munchkin territories of Oz, the Wicked Witch of the East cannot be targeted by divination or teleportation magic. Her spells cast within this region impose disadvantage on all saving throws made to resist them.
Servitude Sigils.
Any creature born or residing in her domain must succeed on a DC 18 Charisma saving throw before attempting to attack or resist her spells. Failure causes the creature to suffer disadvantage on all ability checks against her for 24 hours.
Spellcasting
The Wicked Witch of the East is a 19th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). She requires no components.
At Will:
Command, Suggestion, Minor Illusion, Dispel Magic
3/day each:
Hold Person, Bestow Curse, Geas, Dominate Person, Wall of Force
1/day each:
Maze, Power Word Kill, True Seeing, Mass Suggestion
Actions
Impose Will (Recharge 5–6).
The Wicked Witch of the East targets one creature she can see within 60 feet. That creature must succeed on a DC 23 Wisdom saving throw or become charmed and restrained for 1 minute. The target stands motionless and cannot speak or act unless commanded. It may repeat the save at the end of each of its turns.
Silver Step (Bonus Action).
The Wicked Witch of the East teleports up to 30 feet to an unoccupied space she can see. The area she leaves becomes difficult terrain until the end of her next turn, shimmering faintly with silver light.
Legendary Actions
The Witch can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn.
Silent Glare.
The Witch targets one creature within 60 feet. That creature must succeed on a DC 23 Wisdom saving throw or become frightened until the end of its next turn.
Forfeit Voice.
One spellcaster of the Witch’s choice within 60 feet must succeed on a DC 18 Constitution saving throw or be unable to cast spells with verbal components until the end of their next turn.
Mystic Bind (Costs 2 Actions).
The Witch targets one creature within 60 feet. The target is restrained by invisible magical cords (escape DC 18 or ends at the start of the Witch’s next turn).
Lair Actions
When fighting in her tower or domain, the Witch can take lair actions on initiative count 20 (losing initiative ties), choosing from the following:
- Cursed Ground. The ground within 60 feet of her becomes infused with binding energy. Any creature that moves more than 15 feet on its turn takes 3d6 psychic damage.
- Contract Enforcement. The Witch targets a creature. If that creature refuses to speak its own true name when prompted, it takes 4d10 force damage and has disadvantage on Wisdom saving throws until the next round.
- Enforced Silence. All sound within 60 feet is magically suppressed until the end of the round. Spells with verbal components automatically fail unless the caster succeeds on a DC 20 Constitution check.
Magic Item: Silver Slippers (Artifact, Sentient)
These enchanted shoes were once the Witch’s means of traversal and anchoring her spirit.
Properties:
- Teleport (3/day) – Allows the wearer to teleport to any location on the current plane.
- Ward of Law – While attuned, the wearer is immune to charm and compulsion effects unless they break a sworn promise.
- Sentience: INT 12, WIS 16, CHA 18; Alignment: Lawful Evil.
The slippers attempt to guide the wearer toward restoring the Witch’s influence over Oz.
Tactics
- Begins combat with Wall of Force or Hold Person to split the party.
- Targets high-Wisdom characters with Geas or Dominate Person to turn allies into pawns.
- Avoids direct conflict, preferring to disable, control, and reposition.
- Uses Silver Step and her terrain to isolate and weaken opponents before delivering final commands.
- Will retreat if the battle turns against her, leaving her Silver Slippers behind—either as bait, or as a means of future resurrection.
Wicked Witch of the East (CR 21)

Female Human Witch 20 (Pathfinder 1e)
Alignment: Lawful Evil
Mythic Tier: 4 (Mythic Path: Archmage)
Description
Once the tyrannical ruler of Munchkinland, the Wicked Witch of the East wielded not only arcane might, but bureaucratic sorcery that bound her subjects in magical contracts and spiritual servitude. She is feared for her mastery of binding oaths, soul-forged laws, and the manipulation of true names. Though crushed by Dorothy’s falling house, legends whisper her spirit endures, tied to ancient laws that even death cannot fully void.
Defense
- AC: 39 (touch 24, flat-footed 34)
- HP: 325 (20d6+240; includes Toughness, Mythic Toughness)
- Fort +16, Ref +14, Will +23
- Resistances: Cold 10, Electricity 10
- DR: 10/magic and silver
- SR: 31
- Immune: Mind-affecting, charm, compulsion while in her lair
Offense
- Speed: 30 ft., fly 60 ft. (good)
- Melee: Silver-Tipped Wand (counts as +3 dagger, 1d4+3 piercing)
- Special Attacks: Hexes, Grand Hex (Major Curse), Mythic Power (4/day), Arcane Contract (see below), Spell Focus (Enchantment)
Spell-Like Abilities (CL 20th, concentration +30)
- Constant – tongues, comprehend languages
- At will – suggestion (DC 25), charm monster, command, detect thoughts
- 3/day – geas/quest, greater planar binding, symbol of persuasion, suffocation
- 1/day – wish (limited to rewriting contracts or restoring names)
Witch Spells Prepared (CL 20th; concentration +30)
- 9th (4/day): dominate monster, implosion, overwhelming presence
- 8th (6/day): greater planar binding, demand, moment of prescience
- 7th (7/day): greater scrying, suffocation, waves of exhaustion
- 6th (7/day): geas/quest, greater dispel magic, mislead
- 5th (8/day): baleful polymorph, dominate person, wall of force
- 4th (8/day): arcane eye, confusion, greater invisibility
- 3rd (9/day): dispel magic, suggestion, stinking cloud
- 2nd (9/day): touch of idiocy, false life, mirror image
- 1st (9/day): mage armor, command, charm person
- 0 (at will): detect magic, guidance, message, light
Special Abilities
- Grand Hex (Major Curse): Once per day, Wicked Witch of the East may inflict a permanent, mythic-level curse as a full-round action. DC 28.
- Arcane Contract (Su): As a standard action, she may bind any creature that verbally agrees to terms within 60 ft. to a magical geas. Will save DC 27 to resist; DC increases by +2 if the creature uses its true name.
- Name Magic (Su): She gains a +4 bonus to caster level and DCs when using spells or hexes on a creature whose true name she knows.
- True Name Siphon (Su): If a creature speaks its own name within 60 ft., she may use an immediate action to impose -4 penalty to Will saves for 1 minute.
- Mythic Arcane Surge (Su): Spend 1 mythic power to cast a spell without expending a slot.
Hexes and Major Hexes
- Misfortune, Evil Eye, Slumber, Agony, Retribution, Cook People, Speak in Dreams, Major Curse
Statistics
- Str 10, Dex 18, Con 20, Int 30, Wis 16, Cha 22
- Base Atk +10; CMB +10; CMD 34
- Feats: Toughness, Spell Focus (Enchantment), Greater Spell Focus, Quicken Spell, Persistent Spell, Craft Wondrous Item, Heighten Spell, Iron Will, Spell Penetration, Greater Spell Penetration
- Mythic Feats: Mythic Spell Penetration, Mythic Toughness
- Skills: Spellcraft +35, Knowledge (Arcana, Planes) +32, Diplomacy +28, Bluff +27, Intimidate +29, Sense Motive +25, Linguistics +22
- Languages: Common, Munchkinese, Infernal, Draconic, Sylvan, Aklo
Gear
- Silver-Tipped Wand of Enforcement (+3 dagger)
- Cloak of Contractual Defense (+5 resistance bonus, +4 to saves vs. compulsions)
- Grimoire of Immutable Law (custom spellbook; doubles as artifact-bound phylactery)
- Silver Slippers (artifact): Functions as greater teleport, limited to pre-designated magical zones.
Tactics
The Wicked Witch opens with defensive spells like mage armor, mirror image, and moment of prescience. In combat, she targets those who speak first or name themselves with suggestion or geas. She uses hexes like Misfortune and Evil Eye from a distance while her lair hinders mobility and communication. If threatened directly, she uses wish to rewrite battlefield conditions or escape via the Silver Slippers. She avoids melee entirely.
Lair Synergy
Within her lair, she gains +4 to all save DCs involving enchantments and hexes, and her Arcane Contract can ignore immunity to charm effects. The lair may also enforce silence, rewrite spoken agreements, and target characters based on verbal cues or true names.
Lair of the Wicked Witch of the East

Theme: Arcane Oppression, Magical Contract Law, Surreal Order, Ozian Surrealism
Lair Overview
Hidden in the deep heart of the Blue Hills of Munchkinland, the Wicked Witch of the East’s lair is a vast, enchanted structure known as the Tower of Immutable Law. The tower twists skyward in impossible angles, made of shimmering sapphire-glazed stone, with corridors that loop back on themselves, stairways that float, and chambers that rearrange based on the spoken word. Here, magic is not wild—it is written, signed, and enforced.
Lair Structure The tower is organized into five major levels, each governed by a magical principle central to the Witch’s dominion: Authority, Identity, Memory, Obedience, and Control.
Level 1: The Outer Spiral (Ground Level)
Purpose: Surveillance and deterrence.
- Hazard – Singing Fence: A hedge of silver thorns encircles the grounds, emitting lullabies in Munchkinese. Any creature that starts its turn within 15 feet must make a DC 16 Wisdom saving throw or fall asleep for 1 minute (can be shaken or damaged awake).
- Hazard – Spellglass Butterflies: Enchanted butterflies flit around the grounds. If a creature casts a spell, roll a d6; on a 1, a butterfly absorbs the spell and relays it to the Witch, who may copy and recast it once within 24 hours.
- Feature – Crystal Watchers: Perched atop iron poles and trellises, these hollow crystal birds transmit visual and auditory information back to the Witch in real-time. They cannot be fooled by illusion magic.
Level 2: The Hall of Contracts
Purpose: Control through magical law.
- Hazard – Binding Sigils: Glowing glyphs cover the floor. Any creature entering the hall without first declaring their name aloud must succeed on a DC 18 Constitution save or be affected by Hold Person. Speaking a false name triggers Bestow Curse (DC 18).
- Hazard – Echo Vow: If any creature makes a spoken promise while in this chamber, it becomes magically binding for 24 hours. Breaking the vow results in 3d10 psychic damage and disadvantage on Charisma-based checks until a Remove Curse is cast.
- Feature – Enchanted Parchments: Thousands of glowing contracts hover in the air. Interacting with one requires a DC 20 Charisma saving throw or forces the creature to fulfill its terms (similar to Geas for 24 hours).
Level 3: The Archive of Forgotten Names
Purpose: Identity suppression and magical dominance.
- Hazard – Name Leech Fog: A swirling mist fills this library-like space. Any creature that starts its turn here must make a DC 17 Intelligence saving throw or forget their own name, making them immune to beneficial spells until their name is spoken aloud or restored via Greater Restoration.
- Hazard – Whispering Books: Each tome holds the birth name and soul-record of a citizen of Oz. Destroying a book causes 3d10 psychic damage to the corresponding creature (if they still live). If a PC’s book is found, they may choose to destroy or alter it, gaining advantage or disadvantage on all social checks for 1 day.
- Feature – Keeper Quill: A sentient, feathered quill that writes down anything said in its presence. If its inkwell is overturned, it reveals a hidden corridor.
Level 4: The Chamber of Obedience
Purpose: Enforced behavior and psychological submission.
- Hazard – Echoes of Command: Spoken commands linger unnaturally. When a creature gives a command to another, the Witch can choose (1/round) to turn that phrase into a Suggestion (DC 18) against the target.
- Hazard – Lawbringer’s Silence: If a creature attempts to defy an order given in this room, they must succeed on a DC 20 Charisma save or become muted for 1 minute.
- Feature – Silver Mirror of Judgment: This ornate mirror forces a Charisma save (DC 18) on anyone who sees their reflection. On a failure, they gain a level of exhaustion due to magical guilt. On a success, they can ask one question and receive a cryptic but truthful answer from the Witch’s spirit.
Level 5: The Sky Prism Tower
Purpose: The Witch’s sanctum and arcane seat of power.
- Hazard – Floating Geometry: The floor consists of hovering glass hexagons that rearrange each round. Moving across them requires a DC 16 Acrobatics check or the creature falls 2 levels to the Hall of Contracts.
- Hazard – Contract Reversal Glyphs: If a spell is cast that targets the Witch, she may, once per round, reflect it on the caster if they’ve broken any magical agreement in the last 24 hours.
- Feature – Throne of Immutable Law: A floating silver seat flanked by two animated spellbooks (use arcane eye and mage hand as legendary effects). While seated, the Witch may use one additional lair action per round and cannot be surprised.
Lair Actions (Initiative 20)
- Contract Pulse: Arcane glyphs flare across the walls and floor. Each enemy must succeed on a DC 18 Charisma saving throw or be affected by Geas (one-round version: follow a random spoken order).
- Echo Silence: All sound within a 30-foot radius is silenced until initiative count 20 on the next round. Spells with verbal components automatically fail unless the caster succeeds on a DC 20 Constitution check.
- Name Burn: One intruder’s true name is momentarily erased from magical memory. They become untargetable by any spell until the end of their next turn. They may not speak or cast spells that require verbal components.

Treasure and Lore
- Silver Slippers (Artifact) – A powerful teleportation item that can only be worn by those under no magical contract. Attempting to wear them while geased or cursed results in 6d10 radiant backlash damage.
- Scroll of Unbinding – A consumable that permanently nullifies one magical oath, geas, or enchanted contract when burned aloud with the subject’s name.
- The Witch’s Grimoire – A leather-bound book containing dark enchantments and the unique spell Binding Oath (6th level): the target must fulfill a specific task under pain of magical paralysis or psychic torment.
This lair is a challenge of will, memory, and obedience. It favors players who think laterally, use non-combat skills, or discover clever ways to use their own names, promises, or commands against the structure itself. Every floor of the Witch’s tower is designed to reflect her greatest tools—not fire or fury, but contracts, names, and the weight of her dominion over identity and truth.