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Mariann

Medium High Elf Enchantress , Any

Armor Class 15
Hit Points 142
Speed 30ft

STR
11 0
DEX
16 +3
CON
16 +3
INT
20 +5
WIS
15 +2
CHA
15 +2

Saving Throws Intelligence,Wisdom
Senses Darkvision 60 ft.
Languages Common, Draconic, Elvish, Halfling



  • Encode Thoughts
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Shape Water
  1. Alarm, Comprehend Languages, Detect Magic, Detect Poison and Disease, Find Familiar, Floating Disk, Identify, Illusory Script, Tenser’s Floating Disk, Unseen Servant
  2. Arcane Lock, Gentle Repose, Misty Step
  3. Counterspell, Dispel Magic, Glyph of Warding
  4. Dimension Door
  5. Contact Other Plane, Control Winds
  6. Disintegrate, Instant Summons, Mass Suggestion
  7. Delayed Blast Fireball, Finger of Death, Magnificent Mansion, Plane Shift, Power Word Pain, Teleport
  8. Antimagic Field, Antipathy/Sympathy, Control Weather, Illusory Dragon, Maddening Darkness, Mighty Fortress, Telepathy
  9. Astral Projection, Power Word Kill, True Polymorph, True Time Stop

At will:
  • Encode Thoughts
  • Mage Hand
  • Mending
  • Message
  • Minor Illusion
  • Shape Water
  • Alarm
  • Comprehend Languages
  • Detect Magic
  • Find Familiar
  • Floating Disk
  • Identify
  • Illusory Script
  • Tenser’s Floating Disk
  • Gentle Repose
  • Contact Other Plane
  • Instant Summons


Actions

Actions in Combat Attack,Cast a Spell,Dash,Disengage,Dodge,Grapple,Help,Hide,Improvise,Ready,Search,Shove,Use an Object   Hypnotic Gaze As an action, choose one creature that you can see (and can see or hear you) within 5 ft. that must succeed on a WIS saving throw (DC 19) or be charmed by you until the end of your next turn. The charmed creature’s speed drops to 0, and the creature is incapacitated and visibly dazed. You can use your action to maintain this effect on subsequent turns.   Unarmed Strike You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier

Reactions

Opportunity Attack Spells Counterspell(3rd), Counterspell(3rd)   Instinctive Charm When a creature you can see within 30 ft. of you attacks you, you can use your reaction to divert it if another creature is within the attack’s range. The attacker must make a WIS saving throw (DC 19). On failure, the attacker must target the creature that is closest to it, not including you or itself. On success, you can’t use this feature on the attacker again until you finish a long rest.


 

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