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Published by goroiamanuci, 2023-08-14 09:48:18

Enchanters

Enchanters

E Enchanters nchantment is the art of charm and compulsion, of bending and breaking the wills of weaker minds through arcane might. Because of this, enchanters are often reviled amongst those weaker minds, fearful as they are that their meagre desires will be overcome by greater purpose. A skilled enchanter understands and accomodates this fear, of course, as open hostility tends to strengthen resolve, while token accomodation and pretended deference erodes it. Enchanter Lore Arcana DC 10: Enchantment magic is, broadly speaking, the magic of the will and the soul, subdivided into the studies of Charm, Compulsion, Curses. Arcana DC 15: While a fourth domain of enchantment technically exists, that of the supernal speech which called the cosmos into being, its practices and principles are so arcane and jealously guarded that even the most accomplished enchanters rarely are able to discover more than one or two true Words of Power in a lifetime. History DC 10: Due to the near-universal fear and distrust of their art, enchanters rarely present themselves as such, ofting donning the mantles of healers and diviners, or hiding their magical abilities altogether and securing positions of mundane influence such as court advisors and spymasters. History DC 20: Some particularly savvy enchanters have been known to present themselves as arcane investigators, purporting to be able to root out and ward against hostile enchanters, both to limit any inquiries into their own activites and remove any competitors for influence. Enchanter Infiltrator Tactics Infiltrators most commonly act as spies and assassins, using their Friendly Face to lure a target into a vulnerable position, then to escape once they have achieved their aims, or pretend innocence after wiping the memories of any witnesses with their Memory Drain. If combat is joined properly, they use their Compel Conflict whenever available, targeting both the melee threat closest to them and the most injured looking opponent, then tackle other threats, hide, or flee as those two duke it out if both fail their save. Enchanter Cursemonger Tactics On the first turn of combat, cursemongers try to spread out their Cursemarks, putting four on one creature it intends to use its Curse-Doll Puppetry, then trying to spread others out on as many creatures as possible over the next few turns. After the first turn of combat, it tries to use Invoke Curse whenever available, first hitting its chosen Curse-Puppet (ideally a Dexterity-based martial character) with Curse of Compounding Misfortunes, then trying to get a Curse of Tangled Mind off on each opposing spellcaster. It's preferred use of Supress Enchantment is against magic items offering a Fly speed or an effect with a downside when it ends, such as Haste.


Enchanter Infiltrator Medium humanoid (any), any alignment Armor Class 15 (Mage Armor) Hit Points 117 (18d8 + 36) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-10) 14 (+2) 14 (+2) 17 (+3) 12 (+1) 16 (+3) Saving Throws INT +6, WIS +4, CHA +6 Skills Arcana +6, Deception +9, Persuasion +6 Senses Passive Perception 11 Languages Any three languages Challenge 5 (1,800 XP) Familiar Face. The enchanter does not provoke attacks of opportunity, and appears familiar and friendly to any creature that has not seen the enchanter make an attack or cast a hostile spell in the last hour. Beguiling Fog. The enchanter and each other creature within 10 feet of it subtract 1d4 from any Wisdom saving throws they make. Actions Multiattack. The enchanter makes two attacks with its Poisoned Needle, one of which it may replace with a use of its Memory Drain or Compel Conflict, if available. Poisoned Needle. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing plus 14 (4d6) poison damage. This attack hits a creature friendly to the enchanter automatically. Memory Drain (5th Level Spell). Melee Spell Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d10) nonlethal psychic damage and the target must make a DC 14 Wisdom saving throw. On a failed save, the target has its Proficiency Bonus reduced by 1 for the next minute. A creature that has its bonus reduced to 0 in this way loses its memories of the last 24 hours. Compel Conlflict (Recharge 5-6, 4th Level Spell, Concentration). Two creatures the enchanter can see within 60 feet must each make a DC 14 Wisdom saving throw. On a failed save, each creature is Charmed by the enchanter until the end of the enchanter's next turn and must use its reaction to move up to half its speed toward the other. If both creatures failed this save, they become hostile to each other for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Reactions Pangs of Guilt (2nd Level Spell). As a reaction when a creature targets the enchanter with an attack or harmful spell, the enchanter forces the creature to make a DC 14 Wisdom saving throw. On a failed save, the creature takes 11 (2d10) psychic damage and must choose a new target for the attack or spell or else lose it.


Enchanter Demagogue Tactics Demagogues go everywhere with a retinue of Charmed creatures, and as much as possible leave the fighting to others, beginning combat with Compel Conflict, then using Erode Ego each turn after that if a hostile Charmed creature is available to use it on, keeping the chain going with Infectious Charm. It uses Mob Incitement each round if it has at least three creatures Charmed by it that can benefit from it. If locked in melee, it first uses its Memory Drain, then its Compel Conflict to hopefully force the creature to flee melee, though it almost never makes attacks of opportunity, saving its reaction for Entreat the Masses. Enchanter Voice of Power Tactics The Voice of Power begins combat with Power Word: Burn, following up against the same target with its Stilling Breath into Power Word: Serve. It uses Word of Command as a legendary action whenever it has a Charmed creature with an available reaction. If at least half of the creatures charmed by it are ones it is okay losing the service of, it uses a legendary resistance whenever it would fail a save against its Power Word ability, otherwise disengaging and moving near to one of its less valuable Charmed servants to make use of its Bleed For Your Master ability. Enchanter Cursemonger Medium humanoid (any), any alignment Armor Class 16 (Mage Armor) Hit Points 180 (24d8 + 72) Speed 30 ft. STR DEX CON INT WIS CHA 9 (-10) 16 (+3) 16 (+3) 18 (+4) 14 (+2) 17 (+3) Saving Throws INT +8, WIS +6, CHA +7 Skills Arcana +8, Intimidation +7, Perception +6 Senses Passive Perception 16 Languages Abyssal, Auran, Common, Primordial Challenge 9 (5,000 XP) Familiar Face. The enchanter does not provoke attacks of opportunity, and appears familiar and friendly to any creature that has not seen the enchanter make an attack or cast a hostile spell in the last hour. Apotropaic Wards. The enchanter has advantage on saving throws against spells and magical effects from a source affected by one or more of its Cursemarks. Cursemarked Resistance (3/Day). If the enchanter fails a saving throw, it can remove a cursemark from a creature it can see within 30 feet to succeed instead. Actions Multiattack. The enchanter makes two attacks with its Memory Drain, each of which it may replace with a use of its Gaze of Malice. Memory Drain (5th Level Spell). Melee Spell Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) psychic damage and the target must make a DC 16 Wisdom saving throw. On a failed save, the target has its Proficiency Bonus reduced by 1 for the next minute. A creature that has its bonus reduced to 0 in this way loses its memories of the last 24 hours. Gaze of Malice (Cantrip). One creature the the cursemonger can see within 60 feet takes 5 (1d10) psychic damage and gains a Cursemark that lasts for a minute. Invoke Curse (5th Level Spell). One creature with at least three of the enchanter's Cursemarks must succeed on a DC 16 Charisma saving throw or lose all Cursemarks and suffer one of the following curses. Curse of Ruinous Wasting. The creature cannot regain hit points beyond half its maximum from resting, and any healing magic that targets the creature has its effect reduced by half. Curse of Compounding Misfortunes. Whenever the creature fails a saving throw, it has disadvantage on the next saving throw it makes in the next minute. Curse of Tangled Mind. Whenever the creature casts a spell, it must expend an additional spell slot of any level or have the spell fail. Reactions Cursemonger's Deflection (2nd Level Spell). As a reaction when the enchanter succeeds on a saving throw against a spell or magical effect, it causes a creature affected by one of its cursemarks that it can see to suffer any effects of the spell in its stead. Legendary Actions The enchanter can take 3 legendary actions, choosing from the options below. Gaze of Malice. The enchanter uses its Gaze of Malice. Suppress Enchantment (3rd Level Spell). One magic item the cursemonger can see ceases to function for the next minute. Curse-Doll Puppetry (2nd Level Spell). One creature affected by at least one of the enchanter's cursemarks must succeed on a DC 16 Strength saving throw or move up to its speed toward and make a melee attack against a creature of the enchanter's choice. A creature with three or more cursemarks makes this saving throw at disadvantage.


Enchanter Demagogue Medium humanoid (any), any alignment Armor Class 17 (Mage Armor) Hit Points 221 (26d8 + 104) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-10) 18 (+4) 18 (+4) 20 (+5) 17 (+3) 20 (+5) Saving Throws CON +9, INT +10, WIS +8, CHA +10 Skills Arcana +10, Deception +15, Insight +8, Perception +8, Persuasion +15 Senses Passive Perception 18 Languages Any five languages Challenge 14 (11,500 XP) Familiar Face. The enchanter does not provoke attacks of opportunity, and appears familiar and friendly to any creature that has not seen the enchanter make an attack or cast a hostile spell in the last hour. Frenzied Impulse. Attacks made by and against creatures Charmed by the enchanter are made at advantage. Enchanted Resistance (3/Day). If the enchanter fails a saving throw, it may choose to succeed instead. If it does, one randomly selected creature Charmed by it is freed from the effect. Actions Multiattack. The enchanter makes two attacks with its Memory Drain, one of which it may replace with a use of its Compel Conflict. Memory Drain (5th Level Spell). Melee Spell Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d10) nonlethal psychic damage and the target must make a DC 18 Wisdom saving throw. On a failed save, the target has its Proficiency Bonus reduced by 1 for the next minute. A creature that has its bonus reduced to 0 in this way loses its memories of the last 24 hours. Compel Conlflict (4th Level Spell, Concentration). Two creatures the enchanter can see within 60 feet must each make a DC 18 Wisdom saving throw. On a failed save, each creature is Charmed by the enchanter until the end of the enchanter's next turn and must use its reaction to move up to half its speed toward the other. If both creatures failed this save, they become hostile to each other for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Erode Ego. One creature the enchanter can see that is Charmed by it must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) nonlethal psychic damage, or half as much on a success. If this damage reduces a creature to 0 hit points, it immediately gains an equal number of temporary hit points. While a creature has any of these temporary hit points, it is Charmed by the enchanter and acts under the enchanter's control. Reactions Entreat the Masses. As a reaction when the enchanter is hit with an attack, it forces up to three creatures it can see within 60 feet to use their reaction to make a weapon attack or cast a damaging cantrip targeting the attacker. A creature not Charmed by the enchanter may make a DC 18 Wisdom saving throw, resisting the effect on a success. Legendary Actions The enchanter can take 3 legendary actions, choosing from the options below. Infectious Charm (1st Level Spell). One creature the enchanter can see that is within 15 feet of a creature Charmed by the enchanter must succeed on a DC 18 Wisdom saving throw or be Charmed by the enchanter until the end of the enchanter's next turn. Soulbound Swap (2nd Level Spell). The enchanter and up to one Medium creature Charmed by it teleport to trade places with one another. Mob Incitement (Costs 2 Actions). The enchanter chooses a creature it can see within 60 feet. Up to four creatures Charmed by the enchanter each move up to half their speed toward that creature and make a weapon attack against it.


Enchanter Voice of Power Medium humanoid (any), any alignment Armor Class 17 (Mage Armor) Hit Points 272 (32d8 + 128) Speed 30 ft. STR DEX CON INT WIS CHA 8 (-10) 18 (+4) 19 (+4) 22 (+6) 18 (+4) 21 (+5) Saving Throws CON +10, INT +12, WIS +10, CHA +11 Skills Arcana +12, Perception +10, Persuasion +11 Senses Passive Perception 20 Languages Any five languages Challenge 19 (22,000 XP) Familiar Face. The enchanter does not provoke attacks of opportunity, and appears familiar and friendly to any creature that has not seen the enchanter make an attack or cast a hostile spell in the last hour. Supernal Speech. The enchanter can be heard and understood even by creatures that are deaf or cannot ordinarily understand any language. Creatures with an Intelligence score lower than 6 obey the enchanter's spoken commands. Enchanted Resistance (3/Day). If the enchanter fails a saving throw against a hostile spell or magical effect, it may choose to succeed instead. If it does, one randomly selected creature Charmed by it is freed from the effect. Actions Multiattack. The enchanter makes three attacks with its Memory Drain, each of which it may replace with its Word of Command or a use of its Compel Conflict. Memory Drain (5th Level Spell). Melee Spell Attack: +12 to hit, reach 5 ft., one target. Hit: 11 (2d10) nonlethal psychic damage and the target must make a DC 20 Wisdom saving throw. On a failed save, the target has its Proficiency Bonus reduced by 1 for the next minute. A creature that has its bonus reduced to 0 in this way loses its memories of the last 24 hours. Compel Conlflict (4th Level Spell, Concentration). Two creatures the enchanter can see within 60 feet must each make a DC 20 Wisdom saving throw. On a failed save, each creature is Charmed by the enchanter until the end of the enchanter's next turn and must use its reaction to move up to half its speed toward the other. If both creatures failed this save, they become hostile to each other for the next minute. An affected creature repeats this saving throw at the end of each of its turns, ending the effect on a success. Word of Command (4th Level Spell). One creature the enchanter can see within 60 feet that is Charmed by it may use its reaction to move up to its speed and take an Action. Power Word. The enchanter speaks a word of power, targeting a creature it can see within 60 feet, then must make a Constitution saving throw with DC equal to 10 plus the spell's level or be unable to speak or cast spells until the end of its next turn. Burn (5th Level Spell). The target taks 28 (8d6) fire damage. Serve (6th Level Spell). If the target has fewer than 100 hit points, it is Charmed by the enchanter and acts under the enchanter's control. Whenever the creature takes damage, it may make a DC 20 Wisdom saving throw, freeing itself on a success. Blind (7th Level Spell). If the target has fewer than 100 hit points, it is Blinded until cured by Greater Restoration or similar magic. Break (1/Day, 8th level Spell). One magic item of Very Rare or lesser rarity that the creature is carrying becomes inert and crumbles to dust. Kill (1/Day, 9th Level Spell). If the target has fewer than 100 hit points, it dies. Reactions Bleed for Your Master. As a reaction to being targeted with an attack, the enchanter forces a creature within 10 feet that is Charmed by it to succeed on a DC 20 Wisdom saving throw or become the new target of the attack. Thunderous Oration (1/Day). As a reaction when the enchanter is reduced below 137 hit points, it shouts out a booming imprecation. Each creature within 30 feet must succeed on a DC 20 Constitution saving throw or take 27 (6d8) thunder damage and be knocked prone, or take half as much damage on a success. Legendary Actions The enchanter can take 3 legendary actions, choosing from the options below. Word of Command. The enchanter uses its Word of Command. Soulbound Swap (2nd level Spell). The enchanter and up to one Medium creature within 60 feet that is Charmed by it teleport to trade places with one another. Stilling Breath (Costs 2 Actions). The enchanter takes a deep breath, gaining advantage on Constitution saving throws made against its Power Word ability, or to maintain concentration, until the end of its following turn.


Art Credits Beguiler of Wills by Eric Deschamps Propaganda by Clint Cearley Exhilerating Elocution by Randy Vargas The Part Where I Shill My Patreon Want to support the creation of content like this? I post new monsters with lore and tactics to my patreon five times a week, joining the more than 1000 already there, indexed in a big PDF along with formats for Foundry and 5eTools. Also check out my website and instagram, where my wife and I make handmade dice and dice bags, and where I post free books as I get them polished up. I'm trying to get a new free book like this out every other month or so. If you've got any monsters you'd like to see statted up by me, leave me a comment over in the permanent thread in r/bettermonsters and I'll put something together for you. Supported By Aaron Rosenberg AHorseWithNoName Alex Bogart Alex Gillies Alex O'Donnell Alex O'Hanlon Alisha Herbitter Allis Anders Ivarsson Andrew Cheeseman Benji Morris Bernhard Fritz Blueberryperson Bradley Webb Brandon Malofsky David Jose Delport Breckland Ex Nihilo Flipp Fletcher Herring George Hughes GramPositive Harrison Phillips Helltroll Hoswell Jack O'Keefe Jacob Gist Jake Serna James Hawthorne James McBride Johnathan Chavez Joseph Donley Josh Huston Justin King Kelsii Weber Kyle Cove Lascifrass Lawrence Courtrelle Luke Wheeler Malacandrian Marc Adelman Matt Herbert Matt Pierce Matthew Cullen Matthew S Mauricio Garcia Maximilian Bizjak Mehul Gupta Michael Taylor Mike Nicolan Milo Baraclough Mitch Whitehead Moritz Hackl Nathan Johnson Nathanial Schnebly Niall Nick I Niki S ObsessiveModelmaker Ondřej Kříž Oscar Mangandid Patrick Phoenix Daniels Primarily Daniel Rae Judd Rici Robert Martin Robin Bjälmsjö Robin Roberts Ronan Battistoni Rowan RuggerFoodie Sandy Hogg SardScroll saternoutlaw Saz Shadowfield Shane Sharelle D Larsen Sheila Dietrich Simen Lande Simon Bell simon Jørgensen Simon Weller SirApetus Sylphreni Tanner F Moen The Coffee Bean GM Victor Navone Vince Margaretich Walter Downard William Dixon Zach Kozel


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