Spellcasting. The Sarramean is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a long rest. It knows the following Sorcerer spells: Cantrips (at will): Infestation, mage hand, minor illusion, prestidigitation, vicious mockery 1st (4 Spell slots): Magic Missile, Mage Armor, Sleep 2nd (3 Spell slots): Crown of Madness, Detect Thoughts 3rd (3 Spell slots): Counter Spell, Psionic Burst 4th (1 Spell slots): Confusion
Mental Fortitude: The Sarramean has advantage on saving throws against spells and spell effects.
Multiattack. The Sarramean makes three attacks with its claws. Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d4 + 2) piercing damage. Enslave (Recharges 5 or 6). The Sarramean targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the Sarramean for 1 day, or until the Sarramean dies or is more than 1 mile from the target. The charmed target obeys the Sarramean’s commands and can’t take reactions, and the Sarramean and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.