{"name":"Snatcher Mage ","cr":"7 (2,900 XP)","types":"Humanoid","size":"Medium","languages":"Common, Undercommon, Infernal","alignment":"Any Non-good","description":"Masters of enchantment, snatcher mages use their study of the arcane arts to deceive and control others and bend them to their will.","suggestedenvironment":"","ac":"14 (17 with mage armor)","hitpoints":"104 (16d8+32) [roll:16d8+32]","strength":"11","dexterity":"18","constitution":"15","intelligence":"14","wisdom":"19","charisma":"18","movement":"30","fly":"","hover":"","burrow":"","swim":"20","climb":"15","senses":"Darkvision 60ft, passive perception 18","skills":"Acrobatics +8, Arcana +6, Deception +8, Persuasion +8, Perception +8","savingthrows":"Dexterity +8, Wisdom +8, Charisma +8","damagevulnerabilities":"","damageresistances":"","damageimmunities":"","conditionimmunities":"","spellcasting":"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:","atwill":"[i]eldritch blast, mage hand, resistance, toll the dead[\/i]","onceperday":"","twiceperday":"5th level (2 slots): [i]hold monster[\/i]","thriceperday":"1st level (4 slots): [i]charm person, mage armor, magic missile[\/i]\r\n\r\n2nd level (3 slots): [i]hold person, invisibility, heat metal, suggestion, crown of madness[\/i]\r\n\r\n3rd level (3 slots): [i]fireball, haste, tongues[\/i]\r\n\r\n4th level (3 slots): [i]dominate beast, stone skin, polymorph[\/i]","specialabilities":"","actions":"[b][i]Quarterstaff.[\/i][\/b]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":"[b][i]Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st Level or Higher). [\/i][\/b] \r\nThe 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.","legendaryactions":"","lairdescription":"","lairactions":"","regionaleffects":"","image":"","tabledata":"","tags":"","isShared":"1","templateId":"21","blockId":"156666"}