Skeemo Weirdbottle

Waterdeep: Dragon Heist p. 200

Size
Small
Type
humanoid (gnome)
Alignment
lawful evil
AC
12 (15 with mage armor)
Hit Points
72 (16d6+16)
Speed
walk 25 ft.
Saving Throws
Int +6, Wis +4
Skills
Arcana +6, History +6, Perception +4, Performance +5
Senses
darkvision 60 ft.
Passive Perception
14
Languages
Abyssal, Common, Gnomish, Undercommon
Challenge
6
STR
9
−1
DEX
14
+2
CON
12
+1
INT
17
+3
WIS
12
+1
CHA
15
+2

Traits

Gnome Cunning

Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Spellcasting

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 (at will): fire bolt, light, mage hand, prestidigitation
  • 1st level (4 slots): detect magic, mage armor, magic missile, shield
  • 2nd level (3 slots): misty step, suggestion
  • 3rd level (3 slots): counterspell, fireball, fly
  • 4th level (3 slots): greater invisibility, ice storm
  • 5th level (1 slots): cone of cold

Actions

Dagger

Melee Weapon Attack: +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.

Spells

fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold

Spell Slots

0,4,3,3,3,1

Other data

description

Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends.

Skeemo can add "sellout" to his credentials, his services having been bought by House Gralhund and the Black Network operatives loyal to Manshoon. The rock gnome uses paper birds (see appendix A) to send messages both to his new friends and his old ones.

The Doom Raiders: The Doom Raiders were five unscrupulous adventurers who liked to plunder lich lairs (called "dooms" by some). They gave up adventuring to join the Black Network and came to Waterdeep three years ago with plans to establish a Zhentarim foothold in the city. In that time, they have forged alliances with various nobles and guilds and run afoul of others, all the while fending off Harper spies.