Enchantress
Medium Humanoid, Lawful Evil
Armor Class 16 (breastplate)
Hit Points 123 (19d8 + 38)
Speed walk +30
Challenge 7
Saving Throws cha +7, dex +5, wis +6
Skills Arcana +4, Stealth +5, Deception +7, Perception +6, Persuasion +7
Damage Vulnerabilities False
Damage Resistances False
Damage Immunities False
Condition Immunities False
Senses darkvision 60 ft., passive Perception 16
Languages Common, Elvish, Umbral
Special Abilities
Fey Ancestry. The enchantress has advantage on saving throws against being charmed, and magic can't put her to sleep.
Phrenic Weapons. The enchantress's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 4d6 psychic damage (included in the attack).
Sunlight Sensitivity. While in sunlight, the shadow fey has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 14 (4d6) psychic damage.
Shadow Bolt. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d6 + 4) cold damage plus 9 (2d8) necrotic damage.
Beguiling Whispers (Recharge 5-6). The enchantress speaks sweet words to a creature she can see within 60 feet of her and that can hear her. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws against spells cast by the enchantress.
Leadership (Recharges after a Short or Long Rest). For 1 minute, the enchantress can utter a special command or warning whenever a nonhostile creature that she can see within 30 feet of her makes an attack roll or a saving throw. The creature can add a d4 to its roll, provided it can hear and understand the enchantress. A creature can benefit from only one Leadership die at a time. This effect ends if the enchantress is incapacitated.
Spellcasting. The enchantress casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 15): At will: command, message 3/day: charm person, enthrall, fear, hold person, hypnotic pattern 1/day: confusion, dominate person, greater invisibility, hold monster, phantasmal killer
Bonus Actions
Shadow Traveler (3/Day). While in shadows, dim light, or darkness, the shadow fey disappears into the darkness and reappears in an unoccupied space it can see within 30 feet. A tendril of inky smoke appears at the origin and destination when it uses this bonus action.
Source: Tome of Beasts 2023 · OGL/Open