Incantor

Medium humanoid (any), any alignment

Armor Class 13 (16 with mage armor)
Hit Points 91 (14d8 + 28)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 16 (+3) 14 (+2) 20 (+5) 15 (+2) 14 (+2)

Saving Throws Intelligence +9, Wisdom +6
Skills Arcana +13, Nature +9, Perception +6
Senses darkvision 120 ft., passive Perception 16
Languages Common, Elvish, Ignan, Undercommon
Challenge 9 (5,900 XP)

Special Traits

Actions

  • Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage.
  • Hand Crossbow. Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Bonus Actions

  • Hypnosis. The incantor uses its charming voice to hypnotize one creature within 15 feet of it who can hear and understand it. The creature must succeed on a DC 17 Wisdom saving throw or be charmed until the end of the incantor’s next turn. A hypnotized creature is incapacitated and does nothing but gaze at the incantor. The effect ends for a hypnotized creature if that creature takes damage or is more than 15 feet from the incantor.
Section 15: Copyright Notice

City of Brass ©2018 Frog God Games; Authors: Casey Christofferson and Scott Greene

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