Medium Humanoid (Devil, Human), Chaotic Evil
Armor Class 18
Hit Points 76 (12d10 + 20)
Speed 30 ft.
STR
9 (-1)
DEX
15 (+2)
CON
14 (+2)
INT
20 (+5)
WIS
18 (+4)
CHA
16 (+3)
Saving Throws INT +9, WIS +8
Skills Arcana +8, Deception +8, History +8
Damage Resistances All
Damage Immunities Cold, Fire, Lightning, Necrotic, Psychic
Senses Passive Perception 20
Languages any four languages
Challenge 11 (7,200 XP)
Proficiency Bonus +4
Traits

Life Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this benefit can't be used again until the next dawn.

Actions

Multiattack. The enchanter makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Spell Attack: +9 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 5) psychic damage.

Spellcasting. The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 17):

At will: friends, mage hand, message

5/day each: animate dead, fireball, melf's minute meteors, summon undead, darkness

2/day each: summon draconic spirit,disintegrate,

 

Bonus Actions

he absorbed the blood from the creatures he attacks and regains 1/4 the damage in HP.

Reactions

Instinctive Charm (Recharge 4–6). When a visible creature within 30 feet of the enchanter makes an attack roll against it, the enchanter forces the attacker to make a DC 17 Wisdom saving throw. On a failed save, the attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself. If multiple eligible creatures are closest, the attacker chooses which one to target.

Legendary Actions

1/day each: can summon a bone naga

1/day each: can summon 2 bone knights

Description

He somehow twisted and corrupted his own mind similar to the way devils think. it enhanced his magic in a dark way. He also trapped "Beholder" in his body, which further changed him.

Enchanters know how to magically influence minds. Benign enchanters use this magic to defuse violence and sow peace, while malevolent enchanters are some of the most evil of all spellcasters.


Wizards

Wizards pursue magical power through the study of arcane texts. Some travel the world searching for esoteric tomes, while others train lesser wizards or collaborate with colleagues to create new spells.

Lair and Lair Actions

can trap anyone from leaving

Habitat: Urban

DStorm99

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