Medium humanoid, neutral evil
- Armor Class
- 12, 15
- Hit Points
- 45 (10d8)
- Speed
- 30 ft.
- Challenge
- 7 (2,900 XP)
- Skills
- Arcana +6, Stealth +5, Deception +4, Perception +4
- Senses
- darkvision 120 ft., passive Perception 14
- Languages
- Elvish, Undercommon
Traits
Nar'l has advantage on saving throws against being charmed, and magic can't put Nar'l to sleep.
While in sunlight, Nar'l has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Nar'l carries a vial containing three doses of eyescratch, a contact poison. A creature that comes into contact with the poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour and blinded while poisoned in this way. A lesser restoration spell or similar magic ends the effect.
Actions
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.
Nar'l 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.
Spellcasting
Nar'l's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
Nar'l is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Nar'l has the following wizard spells prepared: