Nezznar the Black Spider
Medium humanoid (elf), neutral evil
Armor Class
11 (14 with mage armor)
Hit Points
27 (6d8)
Speed
30 ft.
STR
9 (-1)
DEX
13 (+1)
CON
10 (0)
INT
16 (+3)
WIS
14 (+2)
CHA
13 (+1)
Senses
darkvision 120 ft.
Saving Throws
Int +5, Wis +4
Skills
Arcana +5, Perception +4, Stealth +3
Languages
Elvish, Undercommon
Challenge
2 (450 XP)
Special Equipment. Nezznar has a spider staff.
Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
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At will: dancing lights
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1/day each: darkness, faerie fire (save DC 12)
Spellcasting. Nezznar is a 4th-level spellcaster that uses Intelligence as his spellcasting ability (spell save DC 13; +5 to hit with spell attacks). Nezznar has the following spells prepared from the wizard’s spell list:
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Cantrips (at will): mage hand, ray of frost, shocking grasp
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1st Level (4 slots): mage armor, magic missile, shield
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2nd Level (3 slots): invisibility, suggestion
Actions
Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) bludgeoning damage plus 3 (1d6) poison damage.