Teremini Nightsedge

Medium humanoid (elf), lawful evil

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8 + 18)

Speed

30 ft.

Saves

wis +6, int +9

Skills

arcana +13, history +13

Damage Resistances

damage from spells; nonmagical bludgeoning, piercing, and slashing (from stoneskin)

Languages

any six languages

Challenge

12

Proficiency Bonus

+4

Magic Resistance

Teremini has advantage on saving throws against spells and other magical effects.

Spellcasting

Teremini is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Teremini 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 *Teremini casts these spells on itself before combat.

Actions

Dagger

Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.