Medium humanoid (elf), Neutral Evil
| Armor Class | 11, 14 with mage armor |
|---|---|
| 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 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 14 |
| Languages | Elvish, Undercommon |
| Challenge | 2 |
Nezznar has a spider staff.
Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Melee Attack Roll: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage.
Nezznar can innately cast the following spells, requiring no material components:
At will: dancing lights
1 each/day: darkness, faerie fire (save DC 12)
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: mage hand, ray of frost, shocking grasp
Level 1 (4 slots): mage armor, magic missile, shield
Level 2 (3 slots): invisibility, suggestion