13 (18 with mage armor)
76 (9d8 + 36)
30 ft.
Int +10, Wis +7
Arcana +10, History +10, Nature +10, Perception +7
darkvision 60 ft.
Common, Elvish, Sylvan, Giant
8
Rolen has advantage on saving throws against being charmed, and magic can't put him to sleep.
As an action, he can choose one creature that he can see within 5 feet of him. If the target can see or hear him, it must succeed on a Wisdom saving throw against DC 18 or be charmed by him until the end of his next turn. The charmed creature's speed drops to 0, and the creature is incapacitated and visibly dazed. On subsequent turns, he can use his action to maintain this effect, extending its duration until the end of his next turn. However, the effect ends if he moves more than 5 feet away from the creature, if the creature can neither see nor hear him, or if the creature takes damage. Once the effect ends, or if the creature succeeds on its initial saving throw against this effect, he can't use this feature on that creature again until he finishes a long rest.
When a creature he can see within 30 feet of him makes an attack roll against him, he can use his reaction to divert the attack, provided that another creature is within the attack's range. The attacker must make a Wisdom saving throw against DC 18. On a failed save, the attacker must target the creature that is closest to it, not including him or itself. If multiple creatures are closest, the attacker chooses which one to target. On a successful save, he can't use this feature on the attacker again until he finishes a long rest. He must choose to use this feature before knowing whether the attack hits or misses. Creatures that can't be charmed are immune to this effect.
Rolen is a 12th-level wizard. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared: • Cantrips (at will): chill touch, dancing lights, light, message, prestidigitation • 1st level (4 slots): charm person, mage armor, magic missile, sleep • 2nd level (3 slots): crown of madness, hold person, misty step, suggestion • 3rd level (3 slots): counterspell, fireball, lightning bolt • 4th level (3 slots): banishment, blight, confusion • 5th level (3 slots): dominate person, modify memory • 6th level (1 slot): mass suggestion
He can use an action to choose one of the following benefits, which lasts until he is incapacitated or he takes a short or long rest. He can't use this feature again until he finishes a rest.
He can see into the Ethereal Plane within 60 feet of him.
He can read any language.
When he casts an enchantment spell of 1st level or higher that targets only one creature, he can have it target a second creature.
Melee Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) slashing damage.