b'The Hatter \n'b'  Medium   fey ,  chaotic neutral  \n'b'  Armor Class  14  Hit Points  104 (16d8 + 32)  Speed  30 ft.\n'b' STATS STR: 12 (+1) DEX:  18 (+4)  CON:  14 (+2)  INT:  15 (+2)  WIS:  20 (+5)  CHA:  22 (+6)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     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) \n'b' Special Traits \n'b'   Fey Ancestry . The hatter has advantage on saving throws against being  charmed , and magic can\xe2\x80\x99t put him to sleep. \n'b'  Innate Spellcasting . The hatter\xe2\x80\x99s innate spellcasting ability is  Charisma  (spell save DC 16). The hatter can innately cast the following spells, requiring no components.\n'b'\n'b'   At will :  detect thoughts ,  mage hand ,  prestidigitation  \n'b'  2/day :  charm person ,  counterspell ,  dispel magic ,  vicious mockery  \n'b'  1/day :  dominate person ,  modify memory ,  suggestion  \n'b'\n'b'  Magic Resistance . The hatter has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Multiattack . The hatter makes two attacks with his hats. \n'b'  Throw Hat .  Ranged Weapon Attack : +7 to hit, range 20/60 ft., one target. On a hit, the hat lands on the target\xe2\x80\x99s head. Each type of hat is different. The hatter has two of each hat in his bag.\n'b'\n'b'   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. \n'b'  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. \n'b'  Fall Hat . The targeted creature must succeed on a DC 16  Wisdom  saving throw or suffer the effects of a  confusion  spell. \n'b'  Winter Hat . The targeted creature must succeed on a DC 16  Dexterity  saving throw. On a failed save, the target\xe2\x80\x99s speed is halved for 1 minute. In addition, the creature can\xe2\x80\x99t 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.'