b'The Storyweaver \n'b'  Medium   fey ,  chaotic neutral  \n'b'  Armor Class  17 (+3 leather armor)  Hit Points  78 (12d8 + 24)  Speed  40 ft.\n'b' STATS STR: 12 (+1) DEX:  16 (+3)  CON:  14 (+2)  INT:  16 (+3)  WIS:  22 (+6)  CHA:  20 (+5)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'     Saving Throws   Charisma  +8,  Wisdom  +9  Skills   Insight  +9,  Intimidation  +8,  Perception  +9,  Performance  +8,  Persuasion  +8  Senses   darkvision  60 ft., passive  Perception  19  Languages  All  Challenge  8 (3,900 XP) \n'b' Special Traits \n'b'   Innate Spellcasting . The storyweaver\xe2\x80\x99s innate spellcasting ability is  Wisdom  (spell save DC 16). The storyweaver can innately cast the following spells, requiring no components.\n'b'\n'b'   At will : friends,  mage hand ,  prestidigitation ,  vicious mockery  \n'b'  2/day :  calm emotions ,  charm person ,  confusion ,  cure wounds ,  detect thoughts ,  disguise self ,  dispel magic ,  hypnotic pattern ,  illusory script ,  nondetection ,  suggestion  \n'b'  1/day : compulsion,  dimension door ,  dream ,  greater invisibility ,  hallucinatory terrain ,  legend lore  Inscrutable. The storyweaver is immune to any effect that would sense his emotions or read his thoughts, as well as any divination spell that he refuses.  Wisdom  ( Insight ) checks made to ascertain the storyweaver\xe2\x80\x99s intentions or sincerity have disadvantage. \n'b'\n'b'  Magic Resistance . The storyweaver has advantage on saving throws against spells and other magical effects. \n'b'  Actions \n'b'   Multiattack . The storyweaver makes three attacks with his quarterstaff. \n'b'  +3 Quarterstaff .  Melee Weapon Attack : +11 to hit, reach 5 ft., one target.  Hit : 8 (1d8 + 4) bludgeoning damage. \n'b'  Creative License (2/day) . The storyweaver begins a story and anyone within 60 ft. must make a successful DC 16  Wisdom  saving throw or be  charmed  for 1 minute. Whoever hears the story, hears it in their language. \n'b'  Drone (Recharge 5-6) . The storyweaver begins to drone on and on, any creatures within 60 ft. must make a successful DC 16  Wisdom  saving throw or fall asleep for 1 minute. Sleeping targets are awakened if any damage is done to them. Another creature can use an action to wake a sleeping target. Whoever hears the storyweaver, hears him in their language.'