12 (15 with mage armor)
99 (18d8+18)
walk 30 ft.
Int +9, Wis +6
Arcana +13, History +13, Investigation +2
damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin), fire
darkvision 60 ft.
any six languages, Infernal
12
Sylvira has advantage on saving throws against spells and other magical effects.
Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Sylvira can cast disguise self and invisibility at will and has the following wizard spells prepared: • At will: disguise self, invisibility. • Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp • 1st level (4 slots): detect magic, identify, mage armor*, magic missile • 2nd level (3 slots): detect thoughts, mirror image, misty step • 3rd level (3 slots): counterspell, fly, lightning bolt • 4th level (3 slots): banishment, fire shield, stoneskin* • 5th level (3 slots): cone of cold, scrying, wall of force • 6th level (1 slots): globe of invulnerability • 7th level (1 slots): teleport • 8th level (1 slots): mind blank* • 9th level (1 slots): time stop *Sylvira casts these spells on itself before combat.
Sylvira's innate spellcasting ability is Charisma (spell save DC 15). Sylvira can innately cast the following spells, requiring no material components: • At will: thaumaturgy • 1/Day each: darkness, hellish rebuke
Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.