Medium Humanoid (Any Race), Any Alignment
Armor Class 15 (Arcane Barrier, 18 with mage armor)
Hit Points 76 (10d8 + 30)
Speed 35 ft.
STR
9 (-1)
DEX
13 (+1)
CON
16 (+3)
INT
18 (+4)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws INT +7, WIS +4
Skills Arcana +7, History +7
Senses Passive Perception 11
Languages Common plus any two languages
Challenge 7 (2,900 XP)
Proficiency Bonus +3
Traits

Arcane Barrier. While not wearing armor or using a shield, the Battle Enchanter's armor class includes its intelligence modifier, this bonus applies even if the Battle Enchanter is under the effects of the Mage Armor spell. 

Regeneration. The Battle Enchanter regains 1 hit point at the start of it's turn if it has at least 1 hit point.

Spellcasting. The Battle Enchanter is a 10th-level Spellcaster. Its Spellcasting Ability is Intelligence (Spell Save DC 15, +7 to hit with Spell Attacks). The Battle Enchanter has the following Wizard Spells prepared:

Cantrips (At Will): Friends, Mage Hand, Message, Mind Sliver (2d6)
1st level (4 slots): Mage Armor, Magic Missile, Silvery Barbs*
2nd level (3 slots): Hold Person,* Ray of Enfeeblement, Tasha's Mind Whip*
3rd level (3 slots): Catnap,* Antagonize,* Tongues
4th level (3 slots): Confusion,* Raulothim's Psychic Lance*
5th level (2 slot): Synaptic Static* 
*Enchantment spell of 1st level or higher
Actions

Multiattack. The Battle Enchanter makes one Weakening Blast attack and casts a spell with a casting time of one action.

Weakening Blast. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 45 ft., one target. Hit: 36 (8d6 + 4) psychic damage. A creature hit by this attack must succeed on a DC 15 constitution saving throw or be stunned for two rounds. A creature can repeat this saving throw at the start of each of its turns ending the effect on a success. A creature who succeeds on this saving throw is immune to this effect for 24 hours. Additionally any creature hit with this attack has its hit point maximum reduced by 1d4. This reduction doesn't effect the creature's current hit points and it lasts until the creature finishes a long rest.

Reactions

 Instinctive Charm (Recharges after the Battle Enchanter Casts an Enchantment Spell of 1st level or Higher). The Battle Enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The Battle Enchanter must decide to do so before the attack hits or misses.

The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the Battle Enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.

Description

Battle Enchanters are enchanters who focus on combat. They fight in armies and are used to fighting in battles. Battle Enchanters use magical barriers to bolster their defense while they blast foes up close. They weaken enemies, stunning them and draining their life. Bolstered by enchantment magic, Battle Enchanters are faster than other spellcasters and regenerate slowly. They are deadly in single combat though they struggle against groups of enemies.

Habitat: Any

KardurDoomscourge

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