12 (15 with mage armor)
84 (13d6 + 39)
25 ft.
Con +7, Wis +6, Int +11
Arcana +11, History +11, Investigation +11, Perception +6, Persuasion +7
Common, Halfling, Goblin, Primordial
9
Merric can use his action to teleport up to 30 feet to an unoccupied space that he can see. Alternatively, he can choose a space within range that is occupied by a Small or Medium creature. If that creature is willing, they both teleport, swapping places. Once he uses this feature, he can't use it again until he finishes a long rest or he casts a conjuration spell of 1st level or higher.
He has advantage on saves against being frightened.
While Merric is concentrating on a conjuration spell, his concentration can't be broken as a result of taking damage.
Merric can move through the space of any creature of Medium size or larger.
He can reroll any 1s on attack rolls and ability checks.
He can use his action to conjure up an inanimate object in his hand or on the ground in an unoccupied space that he can see within 10 feet of him. This object can be no larger than 3 feet on a side and weigh no more than 10 pounds, and its form must be that of a nonmagical object that you have seen. The object is visibly magical, radiating dim light out to 5 feet. The object disappears after 1 hour, when he uses this feature again, or if it takes any damage.
Merric is a 13th-level wizard. His spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). He has the following spells prepared: • Cantrips (at will): acid splash, dancing lights, fire bolt, light, poison spray • 1st level (4 slots): burning hands, mage armor, fog cloud, unseen servant • 2nd level (3 slots): cloud of daggers, misty step, scorching ray, web • 3rd level (3 slots): conjure animals. fireball, stinking cloud • 4th level (3 slots): conjure minor elementals, dimension door, wall of fire • 5th level (2 slots): cloudkill, conjure elemental • 6th level (1 slot): arcane gate • 7th level (1 slot): teleport
Melee Attack: +10 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage plus 7 (2d6) poison damage.