17 (+3 leather armor)
78 (12d8 + 24)
40 ft.
Cha +8, Wis +9
Insight +9, Intimidation +8, Perception +9, Performance +8, Persuasion +8
darkvision 60 ft.
All
8
The storyweaver's innate spellcasting ability is Wisdom (spell save DC 16). The storyweaver can innately cast the following spells, requiring no components. • At will: friends, mage hand, prestidigitation, vicious mockery • 2/Day: calm emotions, charm person, confusion, cure wounds, detect thoughts, disguise self, dispel magic, hypnotic pattern, illusory script, nondetection, suggestion • 1/Day: compulsion, dimension door, dream, greater invisibility, hallucinatory terrain, legend lore
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's intentions or sincerity have disadvantage.
The storyweaver has advantage on saving throws against spells and other magical effects.
The storyweaver makes three attacks with his quarterstaff.
Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.
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.
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.