Medium Humanoid (Any Race), Any Evil Alignment
Armor Class 13 (pride silk outfit)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
20 (+5)
WIS
15 (+2)
CHA
16 (+3)
Saving Throws INT +9, WIS +6
Skills Arcana +13, Deception +7, Insight +6, Persuasion +7
Senses Passive Perception 12
Languages Abyssal, Common, Giant, Infernal, Sylvan, Undercommon
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Split Enchantment. When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can have it target a second creature.

Alter Memories. When the enchanter casts an enchantment spell to charm one or more creatures, the enchanter can alter one creature’s understanding so that it remains unaware of being charmed. Additionally, once before the spell expires, the enchanter can use its action to try to make the chosen creature forget some of the time it spent charmed. The creature must succeed on a DC 17 Intelligence saving throw or lose 3 hours of its memories. The enchanter can make the creature forget less time, and the amount of time can’t exceed the duration of the enchantment spell.

Spellcasting. The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast charm person and suggestion at will and has the following wizard spells prepared:

Cantrips (at will): mind sliver, light, mage hand, prestidigitation, vicious mockery

1st level (4 slots): animal friendship, command, dissonant whispers, heroism, hex, hideous laughter

2nd level (3 slots): crown of madness, hold person, tasha's mind whip

3rd level (3 slots): counterspell, fast friends, enemies abound

4th level (3 slots): dominate beast, charm monster

5th level (3 slots): dominate person, geas, Modify memory, hold monster

6th level (1 slot): Otto's Irresistible Dance

7th level (1 slot): Power Word Pain

8th level (1 slot): dominate monsterfeeblemind, power word stun

9th level (1 slot): power word kill

Actions

Staff. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage.

Description

Enchanters are specialist wizards who understand how to alter and control minds using magic. They use and rely on charmed, obedient minions.

It is common for an enchanter to charm a hostile humanoid, lure the person to the enchanter’s tower, and confine it there so it can’t escape under its own power. In this way, even persons that can’t be persuaded or coerced can be useful to an enchanter. Although each use of the charm person or suggestion spells lasts only a limited time, repeated uses over time against the same target tend to wear down a creature’s will, creating a docile servant.

A creature already charmed by an arch-enchanter will often be subjected to a geas spell. If cast at 9th level, the creature is permanently charmed. The enchanter usually reserves this for creatures that are likely to be killed by the spell’s damage. Over time, the enchanter can potentially create a small army or cult of its thralls, or gain control of a settlement.

Previous Versions

Name Date Modified Views Adds Version Actions
11/2/2020 3:43:37 PM
28
6
--
Coming Soon
11/23/2020 5:28:00 PM
28
1
--
Coming Soon

Monster Tags: NPC

Habitat: Urban

Bruce_K_Logan

Comments

Posts Quoted:
Reply
Clear All Quotes