Nezznar The Black Spider
Medium humanoid (elf), neutral evil
- Armor Class 11 (14 with mage armour)
- Hit Points 40 (6d8)
- Speed 30 feet
STR DEX CON INT WIS CHA 10 (+0) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 13 (+1)
- Saving Throws Int +6, Wis +5
- Skills Arcana +6, Perception +5, Stealth +4
- Senses darkvision 120 feet, passive Perception 15
- Languages Elvish, Undercommon
- Challenge 3 (700 XP)
- Special Equipment. Nezznar has a Spider Staff (Magical. The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. The staff can be wielded as a quarterstaff. 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. If the wielder is reduced to 0 hit points the staff will rupture (the staff is destroyed) and hundreds of small spiders will swarm out cocooning the wielder in web. On the wielder's next turn they will emerge from the cocoon polymorphed into a Giant Spider with 40 hit points.
- Fey Ancestry. Nezznar has advantage on saving throws against being charmed, and magic can't put him to sleep.
- Sunlight Sensitivity. Nezznar has disadvantage on attack rolls when he or his target is in sunlight.
- Innate Spellcasting. Nezznar can innately cast the following spells, requiring no material components:
- At will: dancing lights
- 1/day each: darkness, faerie fire (save DC 12)
- Spellcasting. Nezznar is a 5th level spellcaster that uses Intelligence as his spell casting ability (spell save DC14; +6 to hit with spell attacks). Nezznar knows the following spells from the wizard's spell list:
- Cantrips (at will): mage hand, ray of frost, shocking grasp
- 1st level (4 slots): mage armour, magic missile, shield
- 2nd level (3 slots): invisibility, suggestion, misty step
- 3rd level (2 slots): dispel magic, slow, stinking cloud
Actions
Spiderstaff. Melee Weapon Attack: +2 to hit, reach 5 feet, one target. Hit: 3(1d6) bludgeoning damage plus 3(1d6) poison damage.
Drow (dark elves) are a devious, scheming subterranean race that worships Lolth, the Demon Queen of Spiders. Drow society is strictly matriarchal. Male drow are relegated to servitor roles, and while most train as warriors, a few, such as Nezznar, become skilled wizards.
Nezznar the Black Spider is at Wave Echo Cave with his loyal followers, exploring the mines and searching for the legendary Forge of Spells. He dreams of improving his status amongst the drow by finding and taking control of the Forge of Spells.
He has a very strong bond with Cuereva and Eireval, they are like brothers. They are working together and will do anything to see Nezznar succeed in his goal of claiming the Forge of Spells.
Even though he intends to kill the characters, Nezznar is curious about them. Given the chance, he quizzes the characters at length regarding their identities, allegiances, interests, and goals,. He files it all away in memory in the hope that someday he might find a use for what he learns.
Nezznar admits to being the Black Spider, and to using the Cragmaw goblins and the Redbrands to ensure that Wave Echo Cave remains his secret. He will say or do anything to put the characters off their guard, including promising to surrender or proposing cooperation against the monsters impeding his progress toward reaching the Forge of Spells. However, he betrays the characters as soon as they outlive their usefulness.
If the characters capture Nezznar and deliver him to the town master's hall in Phandalin, the drow is locked up until Sildar Hallwinter or another representative of the Lords' Alliance can escort him to Neverwinter to face justice and interrogation. However, unless the characters post guards outside Nezznar's cell, Halia Thornton (see page 17) breaks him out of jail, smuggles him out of Phandalin, and delivers him into the waiting arms of the Zhentarim. The Zhents want to learn everything the Black Spider knows about Wave Echo Cave. What happens to Nezznar at that point is up to you.