Medium humanoid (elf), neutral evil

Armor Class 11 (14 with mage armor)

Hit Points 27 (6d8)

Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 10 (0) 16 (+3) 14 (+2) 13 (+1)

Saving Throws Int +5, Wis +4

Skills Arcana +5, Perception +4, Stealth +3

Senses darkvision 120 ft.

Languages Elvish, Undercommon

Challenge 2 (450 XP)

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.