Elphaba Thropp, The Wicked Witch of the West
Elphaba Thropp, The Wicked Witch of the West, was branded a villain—but the truth behind her rise will shatter everything you thought you knew about Oz.

- Alias: Elphaba Thropp, The Wicked Witch of the West, Elphie
- Gender: Female
- Race: Human (Ozian) with an extraordinary emerald-green complexion
- Occupation: Sorceress, revolutionary activist, and self-styled ruler in the western regions of Oz
- Religion: Atheist / Non-religious
- Allies: Glinda, Fiyero Tigelaar, Doctor Dillamond, and various marginalized rebels in Oz
- Enemies: The Wizard of Oz, Madame Morrible, the Ozian ruling elite, and in some accounts, her estranged sister Nessarose
- Abode/ Base of Operations: Her stronghold in Winkie Country (notably at Kiamo Ko)
- Nationality: Ozian (with roots in reimagined Munchkinland)
- Languages: The common tongue of Oz (English) and ancient magical incantations (via texts like the Grimmerie)
- Alignment: Chaotic Neutral with tragic heroic undertones
- Affiliation(s): Underground resistance against the Wizard’s regime and pro-Animal rights reform groups in Oz
- Significant Others: Fiyero Tigelaar (romantic partner)
Born under a blood-tinged twilight in the wilds of Oz, Elphaba Thropp was cursed—and blessed—with radiant emerald skin from the moment of her birth. Rumored to be the unintentional offspring of a revered wizard and a noblewoman shunned by society, she was marked as “other” from her earliest days. Growing up as an outcast in a realm steeped in rigid tradition, Elphaba learned the bitter lessons of prejudice and neglect. At the esteemed Shiz University, where she forged an unlikely yet fated friendship with a sunny enchantress destined to become Glinda, she honed her potent arcane gifts and fierce sense of justice.
Origins & Role in History:
Legends whisper that Elphaba’s mysterious green hue was the result of a rare alchemical elixir—one that forever altered her destiny and set her apart from ordinary folk. Rising through the ranks of magical scholarship and political dissent, she became a beacon for the oppressed, rallying marginalized creatures and disenfranchised peoples against the tyrannical forces of Oz. Her campaigns of resistance, though initially noble, eventually gave way to ruthless methods and dark rumors, cementing her infamous reputation. Over time, the border between heroic defiance and villainous tyranny blurred, spawning myth and cautionary tales throughout the land.
Motivations & Personality:
Haunted by the scars of isolation and betrayal, Elphaba is driven by a tumultuous blend of idealism and sorrow. Though her heart once beat for justice and the liberation of all sentient beings, her relentless battles against a corrupt regime have left her hardened, cynical, and dangerously unpredictable. She is both revered and reviled—a tragic antihero whose actions, however extreme, stem from a desperate need to vindicate her identity and right the wrongs of her youth. Quick-witted, fiercely independent, and prone to moments of piercing introspection, she walks a precarious line between redemption and damnation.
Physical Appearance:
Elphaba stands tall and imposing, her skin a luminous, otherworldly green that shimmers under moonlight. Jet-black hair cascades wildly around a face marked by high cheekbones and a pair of striking eyes—one of which, legend says, glows with the power of a telescope, a mystical anomaly hinting at her origins. Clad in flowing ebony robes adorned with subtle, arcane sigils, and a pointed, tattered hat that has seen countless battles, she carries with her an aura of both regal authority and tragic isolation. Her presence alone is enough to send shivers down the spine of even the bravest adventurer.
Influence on the World:
In the intricate tapestry of Oz, Elphaba is a force of nature whose actions ripple through political intrigue and arcane lore alike. Her revolutionary deeds have inspired secret societies, ignited uprisings, and shaped the fables told around crackling campfires in forgotten hamlets. Whether seen as a liberator by the downtrodden or as a harbinger of chaos by the ruling elite, her legacy endures as a testament to the complex nature of good and evil in a world where even a witch may have a noble cause.
Elphaba Thropp is not merely a villain; she is a living enigma—a tragic figure whose dark path challenges the very boundaries of morality in a land of magic and myth.
Wicked Witch of the West, 5e
Wicked Witch of the West, Pathfinder
Elphaba Thropp, The Wicked Witch of the West

Medium humanoid (witch), chaotic neutral
Armor Class 22 (Mystical Ward)
Hit Points 600 (40d8 + 320)
Speed 30 ft., fly 60 ft. (hover)
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
16 (+3) | 18 (+4) | 24 (+7) | 30 (+10) | 28 (+9) | 32 (+11) |
Saving Throws Dex +12, Con +15, Int +17, Cha +17
Skills Arcana +17, Insight +14, Deception +17
Damage Resistances force, psychic
Damage Vulnerabilities water (takes double damage; critical hits cause her to be stunned until the end of her next turn)
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 26
Languages Common, Abyssal, Infernal, Celestial
Challenge 30 (155,000 XP)
Traits
Legendary Resistance (3/Day). If Wicked Witch of the West fails a saving throw, she can choose to succeed instead.
Magic Absorption. When targeted by a spell that deals elemental damage (excluding water), Elphaba can use her reaction to absorb the energy, regaining 10 hit points.
Defying Gravity (1/Day). As a bonus action, Wicked Witch of the West can manipulate gravity around her for 1 minute. During this time, she gains advantage on Dexterity saving throws and her fly speed increases by 20 feet.
Spellcasting
Wicked Witch of the West is a 30th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 26, +17 to hit with spell attacks). She has the following spells prepared:
At will: mage hand, minor illusion, prestidigitation
3/day each: counterspell, dispel magic, misty step
2/day each: wall of force, telekinesis, dominate person
1/day each: time stop, meteor swarm, true polymorph, reverse gravity
Actions
Multiattack. Wicked Witch of the West makes two attacks: one with her Arcane Blast and one with her Broom Strike.
Arcane Blast. Ranged Spell Attack: +17 to hit, range 120 ft., one target. Hit: 30 (4d10 + 8) force damage.
Broom Strike. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 5) bludgeoning damage plus 10 (3d6) force damage.
Defying Gravity (Recharge 5–6). Elphaba distorts gravity in a 60-foot cone. Each creature in that area must succeed on a DC 26 Strength saving throw or be knocked prone and lifted 20 feet into the air until the start of her next turn.
Legendary Actions
Wicked Witch of the West 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. Elphaba regains spent legendary actions at the start of her turn.
Cantrip. Elphaba casts a cantrip.
Arcane Surge (Costs 2 Actions). Wicked Witch of the West makes one Arcane Blast attack.
Mystical Reprisal (Costs 3 Actions). Wicked Witch of the West targets one creature within 60 feet that has dealt her water damage. The target must succeed on a DC 26 Constitution saving throw or take 25 (5d10) water damage and be pushed 15 feet away.
Equipment
Grimmerie (Tome of Forbidden Magic). This ancient tome contains esoteric and powerful spells. While attuned, Elphaba can prepare two additional spells per day and has advantage on Intelligence (Arcana) checks related to forbidden magic.
Nessarose’s Enchanted Shoes. These sparkling shoes, inherited from her sister, grant Elphaba immunity to difficult terrain and allow her to cast Misty Step once per short rest without expending a spell slot.
Witch’s Hat of Defiance. A pointed black hat that enhances her presence. While worn, Elphaba has advantage on Charisma (Intimidation) checks, and her spell save DC increases by 1.
Broomstick of Levitation. A finely carved, dark wooden broomstick with intricate swirling motifs and a weathered metallic ferrule. This broomstick allows Elphaba to fly at her listed speed and grants advantage on Dexterity saving throws made to avoid being grappled or restrained while airborne.
Lair Actions
On initiative count 20 (losing initiative ties), Elphaba can use one of her lair action options. She can’t use the same effect two rounds in a row:
- Arcane Sigils. Magical symbols glow on the lair’s walls. Choose one until the next round: Empowering Runes (Elphaba’s spell attacks and Arcane Blast damage increase by 10) or Mystic Miasma (a 20-foot-radius sphere of magical darkness forms, giving creatures disadvantage on saving throws against her spells).
- Runic Barriers. Ethereal shields arise, granting Elphaba resistance to one damage type of her choice until the next round.
Regional Effects
The region within 6 miles of Elphaba’s lair is altered by her magic, creating the following effects:
- Shifting Gravity. Sporadic gravitational fluctuations force creatures to make a DC 15 Dexterity saving throw at the start of each hour or be displaced 5–10 feet in a random direction.
- Emerald Miasma. A pervasive green aura enhances arcane energies; spellcasters gain a +1 bonus to spell attack rolls and spell save DCs, but water-based magic becomes unpredictably disrupted.
- Haunting Whispers. Eerie incantations carried by the wind impose disadvantage on Wisdom (Perception) checks for those unaccustomed to the region.
- Blighted Flora & Corrupted Earth. Local vegetation is twisted and infused with dark magic, causing plants to become hostile. Travelers may encounter entangling vines or toxic spores, requiring a DC 15 Constitution saving throw to avoid poison damage or the restrained condition.
Elphaba Thropp, the Wicked Witch of the West

CR 30
XP 9,830,400
Female human witch 20 / archmage 10
NE Medium humanoid (human)
Init +9; Senses darkvision 60 ft., see invisibility; Perception +40
DEFENSE
AC 45, touch 30, flat-footed 39 (+5 deflection, +5 Dex, +10 armor, +5 natural, +10 insight)
hp 600 (30d6+30d6+360)
Fort +25, Ref +20, Will +30
Defensive Abilities spell resistance 41, evasion, improved uncanny dodge
Immune charm, fear, poison
Weaknesses vulnerability to water (takes double damage from water-based attacks)
OFFENSE
Speed 30 ft., fly 60 ft. (good)legacy.aonprd.com
Melee
- +5 unholy quarterstaff +35/+30/+25/+20 (1d6+10)
Ranged
- Arcane blast +35 touch (10d6 force damage)
Special Attacks
- Hexes (DC 36): evil eye, misfortune, slumber, agony, retribution, major healing, death curse
- Grand Hex: curse of nonexistence
- Spell-like Abilities (CL 30th; concentration +45):
- At will—detect magic, read magic, mage hand, prestidigitation
- 3/day—greater invisibility, telekinesis, wall of force
- 1/day—time stop, wish
Witch Spells Prepared (CL 30th; concentration +45)
- 9th (5/day)—gate, implosion, mass hold monster, meteor swarm, weird
- 8th (7/day)—greater planar binding, horrid wilting, mind blank, power word stun, polar ray
- 7th (7/day)—greater teleport, plane shift, spell turning, waves of exhaustion, finger of death
- 6th (7/day)—disintegrate, eyebite, mass suggestion, true seeing, chain lightning
- 5th (7/day)—baleful polymorph, cloudkill, dominate person, feeblemind, wall of force
- 4th (7/day)—black tentacles, confusion, dimension door, phantasmal killer, greater invisibility
- 3rd (7/day)—bestow curse, dispel magic, fly, slow, vampiric touch
- 2nd (8/day)—mirror image, scorching ray, see invisibility, touch of idiocy, web
- 1st (8/day)—charm person, mage armor, magic missile, shield, sleep
- 0 (at will)—detect magic, light, mage hand, prestidigitation, read magic
STATISTICS
Str 16, Dex 20, Con 22, Int 40, Wis 24, Cha 28
Base Atk +30; CMB +33; CMD 53
Feats Spell Focus (necromancy), Greater Spell Focus (necromancy), Spell Penetration, Greater Spell Penetration, Quicken Spell, Empower Spell, Maximize Spell, Improved Initiative, Craft Wondrous Item, Craft Staff, Toughness, Iron Will, Lightning Reflexes
Skills Knowledge (arcana) +50, Knowledge (planes) +50, Spellcraft +50, Fly +35, Intimidate +45, Bluff +45, Diplomacy +40, Perception +40
Languages Common, Abyssal, Infernal, Celestial, Draconic, Sylvan, Aklo
SQ familiar (black cat named Broomie), witch’s familiar, patron spells (Shadow patron)
EQUIPMENT
- Grimmerie (Tome of Forbidden Magic): This ancient tome grants Elphaba access to additional spells and provides a +4 bonus to Spellcraft checks related to forbidden magic.
- Nessarose’s Enchanted Shoes: These sparkling shoes grant Elphaba immunity to difficult terrain and allow her to cast dimension door once per day as a swift action.
- Witch’s Hat of Defiance: This iconic hat provides a +2 bonus to Charisma-based checks and increases her spell save DCs by 1.
- Broomstick of Levitation: This finely crafted broomstick allows Elphaba to fly at her listed speed and grants a +5 bonus on Fly checks.
SPECIAL ABILITIES
- Legendary Resistance (3/day): If Elphaba fails a saving throw, she can choose to succeed instead.
- Arcane Mastery (Ex): Elphaba can prepare spells without needing her spellbook, drawing directly from the Grimmerie.
- Hex Mastery (Su): She can use each of her hexes an unlimited number of times per day, and targets suffer a –4 penalty on saves against them.
- Arcane Blast (Su): As a standard action, Elphaba can unleash a blast of pure arcane energy as a ranged touch attack, dealing 10d6 force damage.
- Defying Gravity (Su): Once per day, Elphaba can manipulate gravity around her, allowing her to fly without provoking attacks of opportunity and granting her a +4 dodge bonus to AC against ranged attacks for 1 minute.
- Water Vulnerability (Ex): Elphaba takes double damage from water-based attacks and spells.
TACTICS
Before Combat: Elphaba casts mind blank, greater invisibility, mage armor, and mirror image.
During Combat: She begins by casting time stop to position herself advantageously, followed by meteor swarm or weird to disrupt enemies. She uses her hexes strategically to debilitate foes and maintains aerial superiority with her broomstick.
Morale: If reduced below 100 hp, Elphaba attempts to escape using greater teleport or plane shift.
DESCRIPTION

Elphaba Thropp, known as the Wicked Witch of the West, is a formidable spellcaster whose mastery over arcane arts and hexes makes her a legendary figure. Her iconic equipment, including the Grimmerie, Nessarose’s Enchanted Shoes, Witch’s Hat of Defiance, and Broomstick of Levitation, not only define her appearance but also enhance her magical prowess and mobility.