12 (15 with mage armor)
45 (10d8)
walk 30 ft.
Arcana +6, Deception +5, Perception +4, Stealth +5
darkvision 120 ft.
Elvish, Undercommon
7
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.
Nar'l's innate spellcasting ability is Charisma. He can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire, levitate (self only)
Nar'l is a 10th-level spellcaster. His spellcasting ability is Intelligence. Nar'l has the following wizard spells prepared: • Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost • 1st level (4 slots): mage armor, magic missile, shield, witch bolt • 2nd level (3 slots): alter self, misty step, web • 3rd level (3 slots): sending, lightning bolt • 4th level (3 slots): Evard's black tentacles, greater invisibility • 5th level (2 slots): cloudkill
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 + 1) bludgeoning damage + 3 (1d6) poison damage, or 3 (1d8 + 1) bludgeoning damage + 3 (1d6) poison damage if used with two hands.
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.