Naxa

Vecna: Eve of Ruin

Size
Medium
Type
humanoid (elf)
Alignment
neutral evil
AC
12 (15 with mage armor)
Hit Points
45 (10d8)
Speed
walk 30 ft.
Skills
Deception +4, Stealth +5, Arcana +6, Perception +4
Senses
darkvision 120 ft.
Passive Perception
14
Languages
Elvish, Undercommon
Challenge
7
STR
9
−1
DEX
14
+2
CON
10
+0
INT
17
+3
WIS
13
+1
CHA
12
+1

Traits

Proficiency Bonus

+3

Fey Ancestry

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

Sunlight Sensitivity

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

Innate Spellcasting

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

Actions

Staff

Melee Weapon Attack: +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)

Naxa magically summons a quasit, or attempts to summon a shadow demon with a 50 percent 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.

recharge

1/DAY

Spells

dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, evard's black tentacles, greater invisibility, cloudkill

Other data

description