Enchanter
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
17 (+3)
WIS
12 (+1)
CHA
11 (0)
Saving Throws
Int +6, Wis +4
Skills
Arcana +6, History +6
Languages
any four languages
Challenge
5 (1,800 XP)
Spellcasting. The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:
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Cantrips (at will): friends, mage hand, mending, message
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1st level (4 slots): charm person*, mage armor, magic missile
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2nd level (3 slots): hold person*, invisibility, suggestion*
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3rd level (3 slots): fireball, haste, tongues
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4th level (3 slots): dominate beast*, stoneskin
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5th level (2 slots): hold monster*
*Enchantment spell of 1st level or higher
Actions
Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage, or 3 (1d8-1) bludgeoning damage if used with two hands.
Reactions
Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher). The 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 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 enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.