11 (14 with mage armor)
27 (6d8)
walk 30 ft.
Int +5, Wis +4
Arcana +5, Perception +4, Stealth +3
darkvision 120 ft.
Elvish, Undercommon
2
Nezznar has a spider staff.
Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
Nezznar can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire (save DC 12)
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: • Cantrips (at will): mage hand, ray of frost, shocking grasp • 1st level (4 slots): mage armor, magic missile, shield • 2nd level (3 slots): invisibility, suggestion
Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage plus 3 (1d6) poison damage.