12 (15 with mage armor)
45 (10d8)
30 ft.
deception +4, stealth +5, arcana +6, perception +4
darkvision 120 ft.
Elvish, Undercommon
7
+3
Naxa has advantage on saving throws against being charmed, and magic can't put Naxa to sleep.
While in sunlight, Naxa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Naxa's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire, levitate (self only)
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.
Naxa magically summons a quasit, or attempts to summon a shadow demon with a 50 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.