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Seductive Enchanter (Elf Enchanter 8)

Seductive Enchanter
CR 7

XP 3,200
Elf Enchanter 8
NE Medium humanoid (elf)
Init +7; Senses low-light vision; Perception +9


AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
hp 40 (8d6+10)
Fort +4, Ref +6, Will +8; +2 vs. enchantments
Immune sleep


Speed 30 ft.
Melee rapier +4 (1d6/18–20)
Ranged dagger +7 (1d4/19–20)
Special Attacks aura of despair (8 rounds/day)
Arcane School Spell-Like Abilities (CL 8th; concentration +12)

7/day—dazing touch

Enchanter Spells Prepared (CL 8th; concentration +12)

Opposition Schools divination, necromancy


Before Combat The wizard casts mage armor.

During Combat The wizard uses charm person, confusion, and suggestion to turn opponents against each other. By casting greater invisibility on herself, she can remain hidden while she manipulates her targets. She uses her wand of touch of idiocy against enemy spellcasters.

Base Statistics

Without mage armor, the wizard's statistics are AC 15, touch 14, flat-footed 12.


Str 10, Dex 16, Con 12, Int 18, Wis 8, Cha 12
Base Atk +4; CMB +4; CMD 18
Feats Combat Casting, Craft Wand, Improved Initiative, Iron Will, Scribe Scroll, Spell Focus (enchantment)
Skills Acrobatics +8, Bluff +9, Diplomacy +6, Knowledge (arcana) +15, Knowledge (local, nobility) +11, Perception +9, Perform (dance) +4, Sense Motive +3, Spellcraft +15 (+17 identify magic item properties)
Languages Common, Draconic, Elven, Gnome, Orc, Sylvan
SQ arcane bond (viper), elven magic, enchanting smile, weapon familiarity
Combat Gear potion of cure moderate wounds, potion of invisibility, scroll of dispel magic, scroll of suggestion, wand of charm person (20 charges), wand of fox's cunning (10 charges), wand of touch of idiocy (10 charges); Other Gear dagger, rapier, amulet of natural armor +1, cloak of resistance +1, ring of protection +1, spellbook, 303 gp