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Snatcher Mage

Medium humanoid, any non-good
Armor Class 14 (17 with mage armor)
Hit Points 104 (16d8+32) 16d8+32
Speed 30ft Swim: 20ft Climb: 15ft

STR
11 0
DEX
18 +4
CON
15 +2
INT
14 +2
WIS
19 +4
CHA
18 +4

Saving Throws Dexterity +8, Wisdom +8, Charisma +8
Skills Acrobatics +8, Arcana +6, Deception +8, Persuasion +8, Perception +8
Senses Darkvision 60ft, passive perception 18
Languages Common, Undercommon, Infernal
Challenge 7 (2,900 XP)

The Snatcher Mage is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The Snatcher Mage has the following spells prepared:

At will: eldritch blast, mage hand, resistance, toll the dead

2/day: 5th level (2 slots): hold monster

3/day: 1st level (4 slots): charm person, mage armor, magic missile   2nd level (3 slots): hold person, invisibility, heat metal, suggestion, crown of madness   3rd level (3 slots): fireball, haste, tongues   4th level (3 slots): dominate beast, stone skin, polymorph


Actions

Quarterstaff.Melee Weapon Attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d6+4) bludgeoning damage, or 8 (1d8+4) bludgeoning damage if used with two hands.

Reactions

Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). The Snatcher Mage tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The Snatcher Mage must decide to do so before the attack hits or misses. The attacker must make a DC 16 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the Snatcher Mage or itself. If multiple creatures are closest, the attacker chooses which one to target.


 

Masters of enchantment, snatcher mages use their study of the arcane arts to deceive and control others and bend them to their will.


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