12 (15 with mage armor)
99 (18d8+18)
walk 25 ft.
Int +9, Wis +6
Arcana +13, History +13
damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin), poison
darkvision 120 ft.
any six languages, Dwarvish, Undercommon
12
Valtagar has advantage on saving throws against spells and other magical effects.
Valtagar has advantage on saving throws against poison, and has resistance against poison damage.
For 1 minute, Valtagar magically increases in size, along with anything they are wearing or carrying. While enlarged, Valtagar is Large, doubles their damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If Valtagar lacks the room to become Large, they attain the maximum size possible in the space available.
Valtagar magically turns invisible until they attack, cast a spell, or use their Enlarge, or until their concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment Valtagar wears or carries is invisible with them.
Valtagar is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Valtagar 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): Otiluke's Resilient Sphere, 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 *Valtagar casts these spells on itself before combat.
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.