Small humanoid (gnome), Chaotic Neutral
| Armor Class | 14 (hide armor) |
|---|---|
| Hit Points | 33 (6d6 + 12) |
| Speed | 25 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 6 (-2) | 15 (+2) | 14 (+2) | 15 (+2) | 9 (-1) | 16 (+3) |
| Saving Throws | — |
|---|---|
| Skills | Arcana +4, Deception +5, History +4 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 60 ft., passive Perception 9 |
| Languages | Common, Draconic, Elvish, Gnomish, Goblin |
| Challenge | 1/2 |
Spellix has advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Melee Spell Attack Roll: +5 to hit (with advantage on the attack roll if the target is wearing armor made of metal), reach 5 ft., one creature. Hit: 4 (1d8) lightning damage, and the target can't take reactions until the start of its next turn.
Ranged Spell Attack Roll: +5 to hit, range 120 ft., one target. Hit: 5 (1d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
Spellix's spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
At will: fire bolt*, mage hand, shocking grasp*
3/day: silent image
1 each/day: chromatic orb, crown of madness, shield