Small humanoid (gnome), Lawful Evil
| Armor Class | 12, 15 with mage armor |
|---|---|
| Hit Points | 72 (16d6 + 16) |
| Speed | 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 9 (-1) | 14 (+2) | 12 (+1) | 17 (+3) | 12 (+1) | 15 (+2) |
| Saving Throws | Int +6, Wis +4 |
|---|---|
| Skills | Arcana +6, History +6, Perception +4, Performance +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 14 |
| Languages | Abyssal, Common, Gnomish, Undercommon |
| Challenge | 6 |
Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Melee Attack Roll: +5 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks) He has the following wizard spells prepared:
Cantrips: fire bolt, light, mage hand, prestidigitation
Level 1 (4 slots): detect magic, mage armor, magic missile, shield
Level 2 (3 slots): misty step, suggestion
Level 3 (3 slots): counterspell, fireball, fly
Level 4 (3 slots): greater invisibility, ice storm
Level 5 (1 slots): cone of cold