b'Elf, Enchanter \n'b'  Family:   Elf  \n'b' \xe2\x80\x9cWhen negotiations turned sour, the kingpin\xe2\x80\x99s 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.\xe2\x80\x9d -Dockmaster Hayes. \n'b'  Medium   humanoid  (elf),  any alignment  \n'b'  Armor Class  12 (15 with  mage armor )  Hit Points  58 (13d8)  Speed  30 ft.\n'b' STATS STR: 10 (+0) DEX:  14 (+2)  CON:  10 (+0)  INT:  19 (+4)  WIS:  13 (+1)  CHA:  19 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Fey Ancestry . The enchanter has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put the enchanter to sleep. \n'b'  Reach of the Fey . When the enchanter casts an enchantment spell of 1st level or higher that targets only one creature, the enchanter can choose to target all creatures within 10 feet of the target instead. \n'b'  Spellcasting . The enchanter is a 13th-level spellcaster. Its spellcasting ability is  Intelligence  (spell save DC 15, +7 to hit with spell attacks). The enchanter has the following  wizard  spells prepared:\n'b'\n'b'   Cantrips (at will) :  dancing lights , friends,  mage hand ,  message ,  prestidigitation  \n'b'  1st level (4 slots) :  charm person *,  hideous laughter *,  magic missile  \n'b'  2nd level (3 slots) :  hold person *,  invisibility ,  suggestion * \n'b'  3rd level (3 slots) :  hypnotic pattern ,  lightning bolt  \n'b'  4th level (3 slots) :  confusion *,  conjure minor elementals  \n'b'  5th level (2 slots) :  dominate person *,  hold monster ,*  mislead ,  modify memory * \n'b'  6th level (1 slots) :  irresistible dance *,  chain lightning  \n'b'  7th level (1 slot) :  prismatic spray  \n'b'\n'b'  *Enchantment spell of 1st level or higher \n'b' Actions \n'b'   Dagger .  Melee Weapon Attack : +5 to hit, reach 5 ft., one target.  Hit : 4 (1d4 + 2) piercing damage. \n'b'  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\xe2\x80\x99s 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\xe2\x80\x99s 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\xe2\x80\x99s saving throw is successful or the effect ends for it, the creature is immune to the enchanter\xe2\x80\x99s Captivating Gaze for the next 24 hours. \n'b'  Reactions \n'b'   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\xe2\x80\x99t attack the enchanter again until the start of its next turn. \n'b'  About \n'b' 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. \n'b'  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. \n'b'  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.'