Vizeran DeVir

Medium humanoid (elf), Any alignment

Armor Class

12 (15 with mage armor)

Hit Points

99 (18d8+18)

Speed

walk 30 ft.

Saves

Int +9, Wis +6

Skills

Arcana +13, History +13, Perception +1

Damage Resistances

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

Senses

darkvision 120 ft.

Languages

any six languages, Elvish

Challenge

12

Magic Resistance

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

Fey Ancestry

Vizeran has advantage on saving throws against being charmed, and magic can't put Vizeran to sleep.

Sunlight Sensitivity

While in sunlight, Vizeran has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Spellcasting

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

Innate Spellcasting

Vizeran's innate spellcasting ability is Charisma (spell save DC 15). Vizeran can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire

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.

Variant: Familiars

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.