14
104 (16d8 + 32)
30 ft.
Wis +9, Cha +10
Deception +10, Perception +9, Persuasion +10
Sylvan, Common
9
The hatter has advantage on saving throws against being charmed, and magic can't put it to sleep.
The hatter's innate spellcasting ability is Charisma (spell save DC 16). The hatter can innately cast the following spells, requiring no components. • At will: detect thoughts, mage hand, prestidigitation • 2/Day: charm person, counterspell, dispel magic, vicious mockery • 1/Day: dominate person, modify memory, suggestion
The hatter has advantage on saving throws against spells and other magical effects.
The hatter makes two attacks with his hats.
Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. On a hit, the hat lands on the target's head. Each type of hat is different. The hatter has two of each hat in his bag.
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.
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.
The targeted creature must succeed on a DC 16 Wisdom saving throw or suffer the effects of a confusion spell.
The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't 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.