Medium Humanoid (Controller, Wizard), Chaotic Evil
AC 17    Initiative +7 (17)
HP 203 (37d8 + 37)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 18 +4 +4
CON 12 +1 +6
Mod Save
INT 22 +6 +6
WIS 18 +4 +4
CHA 18 +4 +4
Skills Arcana +16, History +11
Gear Staff of Charming, Heart Weaver's Primer
Senses Passive Perception 14
Languages any seven languages
CR 16 (XP 15,000; PB +5)
Traits

Alter Memories. When the enchanter casts an enchantment spell that causes one or more targets to have the Charmed condition, the enchanter can alter one target's understanding so that it remains unaware of being charmed.

Once before the spell ends, the enchanter can use a Magic Action to try to make the chosen target forget some of the time it spent charmed. The target must succeed on a DC 20 Intelligence saving throw or lose up to 5 hours of its memories. The amount of time can’t exceed the duration of the spell.

Split Enchantment. When the enchanter casts a level 1+ enchantment spell that targets only one creature, the enchanter can have it target a second creature.

Actions

Multiattack. The enchanter makes three Arcane Burst attacks.

Arcane Burst. Melee or Ranged Attack Roll: +11, reach 5 ft. or range 60 ft. Hit: 26 (4d12) Psychic damage.

Hypnotic Gaze. Wisdom Saving Throw: DC 20, each creature in a 30-foot Cone. Failure: 21 (6d6) Psychic damage, and the target has the Stunned condition until the start of the enchanter's next turn. Success: The target is immune to this enchanter's Hypnotic Gaze for 24 hours.

Spellcasting. The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 20):

At will: charm personsuggestioncomprehend languagesmessageprestidigitationmage handfriends

3/day each: antagonizetasha's hideous laughtercommand

2/day each: power word painmass suggestioncharm monsterraulothim's psychic lancefast friendsenemies abound

1/day each: dominate monsterbefuddlementgeasmodify memorydominate personcrown of madnesstasha's mind whipmage armor (cast before combat)

Reactions

Instinctive Charm. Trigger: A visible creature within 30 feet of the enchanter makes an attack roll against it. Response—Wisdom Saving Throw: DC 20, the triggering creature (creatures immune to the Charmed condition automatically succeed on this save). Failure: The attacker redirects the attack roll to the creature closest to it, other than the enchanter or itself, if another creature is within the attack’s range. If multiple creatures are closest, the attacker chooses which one to target. Success: the attacker is immune to the enchanter's Instinctive Charm for 24 hours.

Previous Versions

Name Date Modified Views Adds Version Actions
3/25/2025 8:47:33 PM
3
0
1.0
Coming Soon
3/25/2025 8:52:07 PM
4
1
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Coming Soon

Habitat: Urban

Bruce_K_Logan

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