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Alice Kyteler “The Witch of Kilkenny”

Alice Kyteler "The Witch of Kilkenny"
  • Alias – The Witch of Kilkenny
  • Gender – Female
  • Race – Human
  • Occupation – Wealthy landowner, healer, and accused witch
  • Religion – Catholic
  • Allies – Her maidservant Petronella, her fourth husband John LePoer, and possibly other witches in the area
  • Enemies – Her stepchildren, the local bishop and other members of the Catholic Church, and anyone who accused her of witchcraft
  • Abode/ Base of operations – Kyteler’s House in Kilkenny, Ireland
  • Nationality – Irish
  • Languages – Irish Gaelic, English, Latin
  • Alignment – Neutral Evil
  • Affiliation(s) – The Kyteler family, the local Catholic Church, possibly a coven of witches
  • Significant others – Four husbands, including William Outlawe, Adam le Blund, Richard de Valle, and John LePoer.

Alice Kyteler is a powerful and enigmatic figure in medieval Ireland. Born to a wealthy family, she is known for her cunning and her ability to manipulate those around her. Alice has always been fascinated by the occult and is rumored to have dabbled in witchcraft from a young age.

As she grew older, Alice Kyteler’s interests turned to darker magic and she began to study under a mysterious figure known only as the Dark Man. She soon became one of the most powerful witches in Ireland, feared and respected by those who knew of her abilities.

Despite her power and influence, Alice Kyteler has many enemies, particularly among the church. Her unconventional beliefs and practices have made her a target for those who seek to stamp out heresy and witchcraft. But Alice is determined to continue her studies and to expand her knowledge of the dark arts, no matter the cost.

Her ultimate goal is to achieve immortality, to live forever and wield power beyond the mortal realm. But as she delves deeper into the occult, Alice must be careful to avoid the attention of her enemies, lest they succeed in bringing her down once and for all.

Alice Kyteler, The Witch of Kilkenny

Medium humanoid (human), neutral evil

Armor Class: 14 (studded leather)

Hit Points: 165 (30d8 + 30)

Speed: 30 ft.

8 (-1)16 (+3)12 (+1)20 (+5)16 (+3)18 (+4)

Skills: Arcana +12, Deception +9, Insight +9, Intimidation +9, Persuasion +9

Senses: passive Perception 13

Languages: Abyssal, Irish Gaelic, English, Latin, Infernal

Challenge Rating: 15 (13,000 XP)


Multiattack. Alice can use her action to make two Poisoned Dagger attacks or two Eldritch Blast attacks.

Poisoned Dagger. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d4+5) piercing damage plus 17 (5d6) poison damage.

Eldritch Blast. Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 21 (6d6) force damage.

Summon Devil/Demon. Alice Kyteler can use an action to summon a devil or demon of CR 6 or lower. The summoned creature appears in an unoccupied space within 60 feet of Alice, and remains for 1 hour, until it or Alice dies, or until Alice dismisses it as a bonus action.

Legendary Actions

Alice Kyteler 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. Alice regains spent legendary actions at the start of her turn.

  • Witchcraft. Alice casts a spell from her Witchcraft list.
  • Poisoned Dagger. Alice makes a Poisoned Dagger attack.
  • Witch’s Cackle. Alice cackles madly, granting herself and up to three allies within 30 feet advantage on their next attack roll or saving throw before the end of Alice’s next turn.


Alice Kyteler is a 15th-level spellcaster that uses Intelligence as her spellcasting ability (spell save DC 19, +11 to hit with spell attacks). She has the following spells prepared from her Witchcraft list:

  • Cantrips (at will): Eldritch Blast, Mage Hand, Minor Illusion, Prestidigitation
  • 1st level (4 slots): Charm Person, Disguise Self, Hex, Sleep
  • 2nd level (3 slots): Hold Person, Misty Step, Ray of Enfeeblement
  • 3rd level (3 slots): Bestow Curse, Counterspell, Fly
  • 4th level (3 slots): Banishment, Blight, Greater Invisibility
  • 5th level (3 slots): Dominate Person, Geas, Insect Plague
  • 6th level (1 slot): Eyebite, Harm
  • 7th level (1 slot): Finger of Death, Plane Shift
  • 8th level (1 slot): Feeblemind, Power Word Stun
  • 9th level (1 slot): Gate, Power Word Kill


Alice Kyteler has the following equipment:

  • Studded leather armor
  • Poisoned daggers (3)
  • Wand of the War Mage (+3)

Named Devils/Demons

Alice Kyteler is known to have made pacts with various fiends over the years, including:

  • Baalzebul, an archdevil known for his deceit and corruption. Alice has been known to call upon Baalzebul’s power to sow discord and chaos among her enemies.
  • Glasya, a powerful devil who rules over the sixth layer of the Nine Hells. Alice has been rumored to have struck a deal with Glasya to protect her from other fiends in exchange for her assistance in undermining rival devil lords.
  • Fraz-Urb’luu, a demon prince of deception and trickery. Alice has been known to call upon Fraz-Urb’luu’s power to create illusions and confuse her enemies.

Plot Hooks

Alice Kyteler "The Witch of Kilkenny"
  • The Dark Bargain: Players stumble upon a hidden tome hidden within the depths of an ancient library, its pages filled with cryptic writings and forbidden knowledge. As they decipher the text, they uncover Alice Kyteler’s pact with a malevolent entity known as Malakar. The players must navigate a treacherous path, seeking allies who possess fragments of the ritual needed to sever the bond between Alice and the dark entity. Along the way, they must confront their own fears and resist the tempting allure of Malakar’s power, all while being hunted by Alice’s loyal cultists who will stop at nothing to protect their mistress.
  • The Witch’s Trial: In the bustling town of Kilkenny, the players are summoned to serve as witnesses in Alice Kyteler’s highly publicized trial for witchcraft. The players must gather evidence and testimonies from the townsfolk, including those who believe in Alice’s supernatural abilities and those who condemn her as a malevolent sorceress. They must navigate the tense courtroom drama, uncover hidden agendas, and expose the truth behind the accusations. As the trial progresses, they become entangled in a web of political intrigue, dangerous alliances, and dark secrets that could shake the foundations of the entire town.
  • The Cursed Bloodline: A desperate family plagued by a generations-old curse seeks the players’ help in breaking the cycle of misfortune that has haunted their lineage. Through their investigations, the players discover that the curse is intricately tied to their ancestor’s ill-fated association with Alice Kyteler. They must delve into the family’s history, journey to long-forgotten locations, and face the remnants of Alice’s dark magic. As they unravel the curse’s origins, they uncover a deeper plot that threatens to consume not only the family but the entire region, forcing them to make difficult choices and confront their own ancestral ties to the witch’s legacy.
  • The Witch’s Revenge: Alice Kyteler’s loyal followers, fueled by their fanaticism and driven by a desire for revenge, target the players as they uncover the truth behind the witch’s deeds. The players find themselves entangled in a deadly cat-and-mouse chase, pursued by the relentless cultists who will stop at nothing to protect their fallen leader’s legacy. As they navigate treacherous landscapes and hidden sanctuaries, the players must gather evidence of the cult’s activities, dismantle their operations, and ultimately confront the charismatic and enigmatic leader orchestrating Alice’s revenge from the shadows.
  • The Wandering Spirit: The ghost of one of Alice Kyteler’s alleged victims, trapped in a state of unrest, reaches out to the players for help. They have been tormented by their unresolved fate and seek closure by exposing the truth about Alice’s crimes. The players must navigate the spirit world, guided by the tormented soul, to uncover forgotten memories, piece together the events leading to their demise, and gather evidence that will bring Alice Kyteler to justice. Along the way, they encounter other restless spirits, solve puzzles, and confront Alice’s malevolent spirit, all while navigating a fragile balance between the ethereal and material planes.
  • The Witch’s Legacy: A lost grimoire containing ancient spells attributed to Alice Kyteler resurfaces, drawing the attention of dark magic practitioners across the land. The players find themselves in a race against time as they journey through treacherous lands and confront formidable foes to retrieve the book before it falls into the wrong hands. As they uncover the book’s secrets, they encounter other sorcerers and rival factions seeking to exploit the dark magic contained within. The players must decide whether to destroy the grimoire, harness its power for their own purposes, or safeguard it to prevent its misuse by others.
  • The Witch’s Familiar: Alice Kyteler’s cursed familiar, a sentient raven named Corvus, seeks redemption and freedom from its torment. Corvus believes that breaking Alice’s hold over it will release its true form and grant it the ability to restore balance to the natural world. The players are tasked with aiding Corvus on its journey, guiding it through a perilous ritual that requires collecting rare ingredients, deciphering cryptic riddles, and confronting personal trials. Along the way, they encounter other familiars, magical creatures, and even rival witches who seek to hinder their progress. The players must navigate their own moral compasses as they face challenges that test their understanding of loyalty, sacrifice, and the true nature of power.
  • The Hidden Coven: Rumors circulate of a secret coven hidden deep within the remote forests, carrying on Alice Kyteler’s dark legacy in the shadows. The players receive a mysterious invitation to join the coven, prompting them to infiltrate their ranks and gain their trust. As they delve deeper into the coven’s activities, they discover the extent of their influence and the nefarious plans they have in store. The players must make choices that blur the lines between right and wrong, deciding whether to dismantle the coven from within or utilize their newfound influence to further their own goals. In doing so, they must be wary of betrayal, both from their own allies and from the watchful eyes of Alice Kyteler’s lingering influence.
  • The Witch’s Elixir: Legends speak of Alice Kyteler’s infamous recipe for a potent elixir with mystical properties, capable of bestowing great powers or unleashing devastating consequences. Various factions, including rival sorcerers, ambitious nobles, and even desperate commoners, seek the players’ assistance in acquiring the recipe. Each faction has its own motivations and potential consequences, and the players must carefully navigate the treacherous web of alliances, deceit, and danger to secure the elusive elixir. Along the way, they encounter alchemical puzzles, ancient guardians, and Alice’s remaining loyalists who will stop at nothing to protect the secrets of the recipe.
  • The Witch’s Absolution: Alice Kyteler, on her deathbed and plagued by remorse, seeks forgiveness for her actions and tasks the players with finding the means to redeem her soul. They embark on a dangerous quest, guided by Alice’s spectral apparitions and cryptic clues, as they face moral dilemmas, supernatural adversaries, and the consequences of Alice’s misdeeds. The players must navigate treacherous locations, confront their own inner demons, and make choices that test their compassion and understanding of the complexities of good and evil. In their journey to redeem Alice’s soul, they uncover hidden truths about themselves and the nature of forgiveness.

Currently in the World

Alice Kyteler, known as “The Witch of Kilkenny,” is a middle-aged woman with a commanding presence. She has long, flowing black hair that cascades down her shoulders, framing her sharp and intense green eyes. Her pale complexion contrasts with her dark attire, often adorned with intricate symbols and mystical trinkets. Alice carries an air of mystery and wisdom, her every movement filled with purpose and confidence.

Currently, Alice is seated in her dimly lit study, surrounded by shelves filled with ancient tomes and jars containing curious ingredients. The room is filled with the scent of dried herbs and the soft glow of candlelight, creating an atmosphere of enchantment and intrigue. Various arcane symbols are etched on the walls, hinting at the depths of her magical knowledge.

As she delves into an ancient grimoire, Alice’s mood is focused and determined. She is in the midst of unraveling a complex spell, seeking to tap into the ethereal realms for hidden truths and arcane power. Her intense concentration is visible, as her eyes scan the pages, occasionally glancing towards an intricately designed crystal ball on her desk.

Despite her deep involvement in the mystical arts, Alice Kyteler possesses an enigmatic charm that draws people to her. There is an aura of both respect and caution around her, for her reputation as a powerful witch precedes her. She is driven by a thirst for knowledge and a desire to explore the boundaries of magic, always seeking to unravel the mysteries of the universe and master forces that lie beyond the grasp of ordinary mortals.

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