The Hatter

Medium fey, chaotic neutral

Armor Class 14
Hit Points 104 (16d8 + 32)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 14 (+2) 15 (+2) 20 (+5) 22 (+6)

Saving Throws Wisdom +9, Charisma +10
Skills Deception +10, Perception +9, Persuasion +10
Senses passive Perception 19
Languages Sylvan, Common
Challenge 9 (5,000 XP)

Special Traits

Actions

  • Multiattack. The hatter makes two attacks with his hats.
  • Throw Hat. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. On a hit, the hat lands on the target’s head. Each type of hat is different. The hatter has two of each hat in his bag.
    • Spring Hat. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The targeted creature awakens if it takes damage or another creature takes an action to wake it. It has no effect on constructs and undead.
    • Summer Hat. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the hatter for 1 hour, or until the hatter harms the creature.
    • Fall Hat. The targeted creature must succeed on a DC 16 Wisdom saving throw or suffer the effects of a confusion spell.
    • Winter Hat. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target’s speed is halved for 1 minute. In addition, the creature can’t take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Section 15: Copyright Notice

Monsters of Feyland A Collection Of Monsters For 5th Edition © 2018 Cawood Publishing, Author Andrew Cawood