Medium humanoid, neutral evil
- Armor Class
- 11, 14
- Hit Points
- 27 (6d8)
- Speed
- 30 ft.
- Challenge
- 2 (450 XP)
STR
9
-1
DEX
13
+1
CON
10
+0
INT
16
+3
WIS
14
+2
CHA
13
+1
- Saving Throws
- Int +5, Wis +4
- Skills
- Arcana +5, Stealth +3, Perception +4
- Senses
- darkvision 120 ft., passive Perception 14
- Languages
- Elvish, Undercommon
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.
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.
Spellcasting
Innate Spellcasting.
Nezznar can innately cast the following spells, requiring no material components:
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: