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Elf, Enchanter

“When negotiations turned sour, the kingpin’s elf stepped out of the shadows, stopping my advancing guards with a glance. His eyes are all I remember after that, though this contract says the negotiations ended well.” —Dockmaster Hayes.

Medium humanoid (elf), any alignment

Armor Class 12 (15 with mage armor)
Hit Points 58 (13d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 10 (+0) 19 (+4) 13 (+1) 19 (+4)

Saving Throws Intelligence +7, Charisma +7
Skills Arcana +7, History +7, Perception +4
Senses darkvision 60 ft., passive Perception 14
Languages Common, Elvish, Sylvan
Challenge 7 (2,900 XP)

Special Traits

*Enchantment spell of 1st level or higher

Actions

  • Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
  • Captivating Gaze. The enchanter targets a creature within 30 feet of it who can see or hear the enchanter. The target must succeed on a DC 15 Wisdom saving throw or be charmed for 1 minute. The charmed target’s speed is reduced to 0, it is incapacitated, and it must spend each round looking at the enchanter. While looking at the enchanter, the charmed target is considered blinded to other creatures not between it and the enchanter. The charmed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the charmed target takes damage from one of the enchanter’s allies, it has advantage on the next saving throw. The effect also ends if the creature can no longer see or hear the enchanter. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to the enchanter’s Captivating Gaze for the next 24 hours.

Reactions

  • Beguiling Parry (Recharge 4-6). When a creature within 30 feet that the enchanter can see targets it with an attack, the enchanter can stop the attacker with a glance. The attacker must succeed on a DC 15 Charisma saving throw or immediately stop the attack. The attacker can’t attack the enchanter again until the start of its next turn.

About

Masters of arcane manipulation, enchanters often make themselves indispensable to diplomats when dealing with belligerent enemies, though some enchanters seek only to empower themselves at the expense of others.

Quietly Dangerous. Most enchanters conceal the true depths of their power from those around them to insinuate themselves into halls of power and to bend the wills of those who can make the world more suitable to their desires.

Fey Diplomats. Enchanters are often seen as companions, lords, or wardens of other fey; they speak with unicorns, accept fealty from gnomes, sprites, leonino, or fey drakes, and sometimes conjure aerial spirits as servants, friends, or lovers. They have a knack for finding the uncanny side of the living world and are beloved by the fey lords and ladies.

Section 15: Copyright Notice

Creature Codex. © 2018 Open Design LLC; Authors Wolfgang Baur, Dan Dillon, Richard Green, James Haeck, Chris Harris, Jeremy Hochhalter, James Introcaso, Chris Lockey, Shawn Merwin, and Jon Sawatsky.