Nezznar the Black Spider

Lost Mine of Phandelver p. 59

Size
Medium
Type
humanoid (elf)
Alignment
neutral evil
AC
11 (14 with mage armor)
Hit Points
27 (6d8)
Speed
walk 30 ft.
Saving Throws
Int +5, Wis +4
Skills
Arcana +5, Perception +4, Stealth +3
Senses
darkvision 120 ft.
Passive Perception
14
Languages
Elvish, Undercommon
Challenge
2
STR
9
−1
DEX
13
+1
CON
10
+0
INT
16
+3
WIS
14
+2
CHA
13
+1

Traits

Special Equipment

Nezznar has a spider staff.

Fey Ancestry

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

Sunlight Sensitivity

Nezznar has disadvantage on attack rolls when he or his target is in sunlight.

Innate Spellcasting

Nezznar can innately cast the following spells, requiring no material components:

  • At will: dancing lights
  • 1/day each: darkness, faerie fire (save DC 12)

Spellcasting

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 (at will): mage hand, ray of frost, shocking grasp
  • 1st level (4 slots): mage armor, magic missile, shield
  • 2nd level (3 slots): invisibility, suggestion

Actions

Spider Staff

Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage.

Spells

dancing lights, darkness, faerie fire, mage hand, ray of frost, shocking grasp, mage armor, magic missile, shield, invisibility, suggestion

Spell Slots

0,4,3

Other data

description

Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders.

Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.