Nezznar the Black Spider

Medium Humanoid (Elf) , Neutral Evil
• Armor Class: 11
• Hit Points: 27 (6d8)
• Speed: 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 13 (+1)

• Saving Throws: Int +5, Wis +4
• Skills: Arcana +5, Perception +4, Stealth +3
• Senses: darkvision 120 ft.
• 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:

• * At will: dancing lights
• * 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:

• Cantrips (at will): mage hand, ray of frost, shocking grasp
• * 1st Level (4 slots): mage armor, magic missile, shield
• * 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.