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Nezznar "The Black Spider"

Medium Drow, Shadowblade, Lawful Evil

Armor Class 15 (studded leather)
Hit Points 52(8d8+16)
Speed: 30 ft

STR

10
( +0 )

DEX

18
( +4 )

CON

14
( +2 )

INT

12
( +1 )

WIS

13
( +1 )

CHA

12
( +1 )

Skills Perception +3, Stealth +8
Senses Darkvision 120 ft., Passive Perception 13
Languages Elvish, Undercommon
Challenge Rating 2
Proficiency Bonus +2

Description

Nezznar, known as the Black Spider, hails from House Melarn, a noble house in Menzoberranzan. Born into a life of strict hierarchy and brutal competition, Nezznar quickly learned the art of subterfuge and survival. He was trained by the house's elite shadowblades, learning to harness the power of the shadows and move unseen. His ambitions grew beyond the confines of House Melarn. He craved power and independence, desiring to carve out his own dominion away from the constant treachery of Drow politics. The discovery of the Forge of Spells presented the perfect opportunity. With its power, he could establish his own stronghold, free from the machinations of the matron mothers and their constant power struggles.Nezznar sees himself as a puppet master, manipulating events from the shadows. His involvement in Phandalin and with the Cragmaw goblins is part of a larger scheme to destabilize the region, making it easier for him to seize control.

At will: dancing lights

1/day: darkness, faerie fire


Fey Ancestry: The Drow has advantage on saving throws against being charmed, and magic can't put the Drow to sleep.
Sunlight Sensitivity: While in sunlight, the Drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack: The Drow makes two melee attacks.   Shadowblade: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) necrotic damage.   Hand Crossbow: Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.

Bonus Actions

Shadow Step: As a bonus action, the Drow can teleport up to 30 feet to an unoccupied space it can see that is in dim light or darkness. The Drow then has advantage on the first melee attack it makes before the end of the turn.

Reactions

Uncanny Dodge: When an attacker that the Drow can see hits it with an attack, the Drow can use its reaction to halve the attackā€™s damage against it.


Created by

B00ze.

Statblock Type

NPC Sheet

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