Zilchyn Q'Leptin

(Out of the Abyss)

Medium humanoid (elf), Neutral Evil

Armor Class12, 15 with mage armor
Hit Points45 (10d8)
Speed30 ft.
STRDEXCONINTWISCHA
9 (-1) 14 (+2) 10 (+0) 17 (+3) 13 (+1) 12 (+1)
Saving Throws—
SkillsArcana +6, Deception +4, Perception +4, Stealth +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 14
LanguagesElvish, Undercommon
Challenge7

Traits

Fey Ancestry.

Zilchyn has advantage on saving throws against being charmed, and magic can't put Zilchyn to sleep.

Sunlight Sensitivity.

While in sunlight, Zilchyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Staff.

Melee Attack Roll: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.

Summon Demon (1/Day).

Zilchyn magically summons a quasit, or attempts to summon a shadow demon with a 50% chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.

Innate Spellcasting

Zilchyn's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:

At will: dancing lights

1 each/day: darkness, faerie fire, levitate (self only)

Zilchyn is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Zilchyn has the following wizard spells prepared:

Cantrips: mage hand, minor illusion, poison spray, ray of frost

Level 1 (4 slots): mage armor, magic missile, shield, witch bolt

Level 2 (3 slots): alter self, misty step, web

Level 3 (3 slots): fly, lightning bolt

Level 4 (3 slots): Evard's black tentacles, greater invisibility

Level 5 (2 slots): cloudkill