12 (15 with mage armor)
40 (9d8)
walk 30 ft.
Int +6, Wis +4
Arcana +6, History +6, Perception +1
darkvision 120 ft.
any four languages, Elvish
6
Zilchyn has advantage on saving throws against being charmed, and magic can't put Zilchyn to sleep.
While in sunlight, Zilchyn has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Zilchyn is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Zilchyn has the following wizard spells prepared: • Cantrips (at will): fire bolt, light, mage hand, prestidigitation • 1st level (4 slots): detect magic, mage armor, magic missile, shield • 2nd level (3 slots): misty step, suggestion • 3rd level (3 slots): counterspell, fireball, fly • 4th level (3 slots): greater invisibility, ice storm • 5th level (1 slots): cone of cold
Zilchyn's innate spellcasting ability is Charisma (spell save DC 11). Zilchyn can innately cast the following spells, requiring no material components: • At will: dancing lights • 1/Day each: darkness, faerie fire
Melee or Ranged Weapon Attack: +5 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.