Monster
Enchanter Wizard
Outside your table’s allowed sources
Official reference · MPMM · 2014
- Creature type
- Humanoid
- Size
- Medium
- Armor class
- 12, 15
- Hit points
- 49 (11d8)
- Speed
- Walk 30 ft.
- Challenge rating
- 5
- Alignment
- Any alignment
- Strength
- 9
- Dexterity
- 14
- Constitution
- 11
- Intelligence
- 17
- Wisdom
- 12
- Charisma
- 11
- Passive Perception
- 11
- Saving Throws
- int: +6; wis: +4
- Skills
- arcana: +6; history: +6
- Languages
- any four languages
Actions
Multiattack
The enchanter makes three Arcane Burst attacks.
Arcane Burst
Melee Spell Ranged Spell Attack: +6 to hit, reach 5 ft. or range 120 ft., one target. Hit: 19 (3d10 + 3) psychic damage.
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 14 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.
The enchanter casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 14):
At will: friends, mage hand, message
2/day each: charm person, mage armor, hold person, invisibility, suggestion, tongues