Nezznar

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Nezznar the Black Spider

Medium humanoid (elf), neutral evil


  • Armor Class 12 (15 with mage armor)
  • Hit Points 31 (7d8) 56 max
  • Speed 30 ft.

STR DEX CON INT WIS CHA
-1 +2 +0 +3 +2 +1

  • Saving Throws Int +6, Wis +5
  • Skills Arcana +6, Perception +5, Stealth +5
  • Senses darkvision 120 ft., passive perception 15
  • Languages Common, Elvish, Undercommon

Arcane Tradition. School of magic Illusion.

Improved Minor Illusion: When you cast Minor Illusion, you can create both a sound and an image with a single casting of the spell.

Malleable Illusions: When you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell's normal parameters for the illusion), provided that you can see the illusion.

Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can't put her to sleep.

Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:

At will: dancing lights (cantrip)

1/day each: faerie fire (1st lvl), darkness (2nd lvl)

Spellcasting. 7th-level, INT +3 based, DC 14, +6 to hit

Cantrips (at will): fire bolt, mage hand, minor illusion, ray of frost, shocking grasp

1st level (4 slots): charm person, mage armor, shield, witch bolt

2nd level (3 slots): invisibility, mirror image, suggestion

3nd level (3 slots): hypnotic pattern, phantom steed

4nd level (1 slots): phantasmal killer

Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.

Actions

Spider Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d8 - 1) bludgeoning damage plus 3 (1d6) poison damage.

Source. LMoP, page 59

Drow

Drow (dark elves)
are a devious, scheming
subterranean race that
worships Lolth, the Demon
Queen of Spiders. Drow society
is strictly matriarchal.

Roleplay

Even though she intends to kill the characters, Nezznar
is curious about them. Given the chance, she quizzes the characters at length regarding their identities, allegiances, interests, and goals. She files it all away in memory in the hope that someday she might find a use for what she learns.

Nezznar admits to being the Black Spider, and to using the Cragmaw goblins and the Redbrands to ensure that Wave Echo Cave remains her secret. She will say or do anything to put the characters off their guard, including promising to surrender or proposing cooperation against the monsters impeding her progress toward reaching the Forge of Spells. However, she betrays the characters as soon as they outlive their usefulness.


Spider Staff

Staff, Simple Weapon, Melee Weapon, Rare (Requires Attunement)

6 lb. 1d6 bludgeoning, versatile (1d8)


The top of this black, adamantine staff is shaped like a spider. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6+4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

Source LMoP, page 53