Medium Humanoid (Any Race), Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 40 (9d8)
Speed 30 ft.
STR
9 (-1)
DEX
14 (+2)
CON
11 (+0)
INT
11 (+0)
WIS
12 (+1)
CHA
17 (+3)
Saving Throws DEX +5, CHA +6
Skills Deception +7, Persuasion +7
Senses Passive Perception 11
Languages Any four languages
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Innate Spellcasting. The warlock’s innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:

Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following warlock spells prepared:

Cantrips (at will): minor illusion, eldritch blast, mage hand, true strike

1st-5th level (2 5th level slots): faerie fire, sleep, command, charm person, calm emotions, phantasmal force, counterspell, blink, plant growthdominate person

Actions

Sickle. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.

Fey Presence (1/day).  The warlock can call upon the beguiling and fearsome presence of the fey to cause each creature in a 10-foot cube originating to make a Wisdom saving DC 14. The creatures that fail their saving throws are all charmed orfrightened by the warlock. Creatures charmed orfrightened this way can repeat their saving throw at the end of each of their turns.

Reactions

Misty Escape. as a reaction to taking damage, the warlock can use their reaction to turn invisible and teleport up to 60 feet to an unoccupied space they can see. They remain invisible until the start of their next turn or until they attack or cast a spell.

Monster Tags: NPC

Habitat: Urban

Goblin_Forge

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