Enchanter

(Volo's Guide to Monsters)

Medium humanoid (any race), Any alignment

Armor Class12, 15 with mage armor
Hit Points40 (9d8)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Saving ThrowsInt +6, Wis +4
SkillsArcana +6, History +6
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensespassive Perception 11
Languagesany four languages
Challenge5

Actions

Quarterstaff.

Melee Attack Roll: +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.

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:

Cantrips: friends, mage hand, mending, message

Level 1 (4 slots): charm person*, mage armor, magic missile

Level 2 (3 slots): hold person*, invisibility, suggestion*

Level 3 (3 slots): fireball, haste, tongues

Level 4 (3 slots): dominate beast*, stoneskin

Level 5 (2 slots): hold monster*