Index:! Nezznar, the Spider

Fey | Humanoid | Licensed Material | WotC Only

 

Nezznar, the Spider

Upon seeing the drow, you can already tell something is amiss. Clad in a purple cloak, the ashen skinned elf observes you with a clear curiosity that cuts you deeply. He does not look perturbed that, after everything, you found him. Infact, he appears ready to fight, a grim smile coming across his face.
  Nezznar is the penultimate enemy of the Lost Mines of Phandelver Adventure, and ultimate minor villain for a party of wouldbe adventurers to fight. He is no slouch as an enemy, and whatever he seeks deep within the Mines he's willing to fight for for whatever he wishes to gain. Spoilers for the Adventure ahead.  

NOTE: This creature is Licensed Material and cannot be copied as per the ORC License.

NOTE: This content is a replica or translation of something that was originally created by Wizard of the Coast. It, therefore, is cannot be used or sold outside of it's intended purpose of conversion, as per the ORC License and other agreements.

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Statistics

-General-

* = Proficiency
-1
+2
+1
+4
+3
+1
Fortitude Save
Reflex Save*
Will Save*
+1
+4
+6

-Combat-

  • Armor Class: 17
  • Max HP (+AHP): 75 (+15)
  • Average HP | Formula: 57 (+15) | 3d8+3d6+3+30 (+15)
  • Blockstun Breakpoints: 0 AHP, Bloodied
  • -
  • Speed: 30 ft
  • Initiative: +5
  • Creature Senses: None
  • -
  • Damage Vulnerabilities: None
  • Damage Reduction: None
  • Damage Resistances: None
  • Damage Immunities: None
  • -
  • Condition Immunities: None
  • -
  • Doom Abilities: None
  • -Skills-

    • Proficiency Bonus: +2
      • Knowledge: Esoterica(INT+Prof): +6
      • Knowledge: History(INT+Prof): +6
      • Quickness(DEX+Prof): +5
      • (For all untrained, roll relevant Attribute Scores instead.)
    • Languages: Common, Draconic, Elvish, Sylvan, Tricylvan

    -Other Stats-

  • Base Threat Level: 3
  • EXP: 300
  • Creature Size: Medium
  • Creature Type(s): Fey, Humanoid
  • Rarity: Uncommon (Unique)
  • Source(s): LMOP
  • -
  • Armor Type: Enemy Mage's Armor (13+Dex+Proficicency) + (AHP= 5 x TL)
  • -

    Features

    Spellcaster, 5th level : ~2.5
    The Mage is a 5th-level spellcaster that uses Intelligence as its spellcasting attribute mod (spell save DC 16; +6 to hit with spell attacks). This will be reflected in it's actions.   By default, the spellcaster will know Blazing Bolt, Barrier, and Burning Hands. They may also have a spell list, granting them additional spells.
      Redbrand Spell List : ~0.0
    Nezznar's spell list is expanded to incorporate The Redbrand] spell list. This includes spells like Rime Blast, Invisibility, and Bind Creature.
      Special Equipment : ~2.0
    Nezznar has an item that quickens their 0th level spells, making them cost an action rather than 2. As a cost, they can't cast a quickened cantrip and a spell in the same turn. Nezznar also has and uses a Staff of the Spider, which will augment his attacks and grant him additional spells and powers. Everything is reflected automatically in their actions.
     

    Actions

    Attacks | ◈ per, up to 3 a turn
    Nezznar.
    Quarterstaff | ◈ | Melee Weapon Attack | +5 to hit | Hit: 7 ( 1d6+3 ) Bludgeoning damage and 3 1d4 Poison
    Quickened Blazing Bolt | ◈ | Ranged Spell Attack (120 ft) | +6 to hit / Hit: 5 ( 2d10 ) Fire damage and 3 1d4 Poison.
    Quickened Rime Blast | ◈ | Ranged Spell Attack (60 ft) | +6 to hit / Hit: 5 ( 2d8 ) Cold damage and 3 1d4 Poison.
      Burning Hands : ~1.0 | ◈◈ | Targets Reflex | 4d6 Fire, 1d4 Poison, 3/day
    Show spoiler
    The Mage casts Burning Hands. They can do this 3 times per Long Rest.   As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Reflex saving throw. A creature takes 4d6 fire damage on a failed save, or half as much damage on a successful one.   The fire ignites any flammable objects in the area that aren't being worn or carried.
      Barrier : ~1.0 | Reaction ⮌ | +5 to AC for turn, 4/day
    Show spoiler
    Nezznar casts Barrier before it would take a a hit, raising it's AC by 5 (to base 22). They can do this 4 times per Long Rest.   An invisible barrier of magical force appears and protects you. Until the start of your next turn, you gain +5 to AC, including against the triggering attack, and you take no damage from abilities like Faultless Fusillade..
      Bind Creature : ~2.0 | 1 Action ◈ | Paralyze's creature until the start of their next turn for 1 minute, 2/day
    Show spoiler
    Nezznar casts Bind Creature. They can do this 2 times per Long Rest.   Choose a creature you can see within range. The target must succeed on a Will saving throw or be Paralyzed until the start of their next turn. At the start of that creature's turns, they reroll the save. If they fail, they are paralyzed again, or remain paralyzed. This effect lasts for 1 minute, or until the Mage uses this abiliy on another creature.
      Invisibility : ~2.0 | 2 Action ◈◈ | Turns him Invisible magically, 2/day
    Show spoiler
    Nezznar casts Invisibility on themself. They can do this 2 times per Long Rest.   A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
     

    -Tactics-

    Nezznar is one of the few male Drow to travel to the surface in Dungeons and Dragons and retain some modicum of power and influence. He is also the mastermind in the Lost Mines of Phandelver adventure, having orchestrated everything up to that point involving the Redbrand, the bandits, and most of the troubles that plague early Phandalin. Never seen until his fight at the end of Wave Echo Cave, he is more of a mastermind and a figurehead than an actual final boss. That is to say: without aid or clever GMing, he may come across as a pushover.   To combat this, consider having other entities fight alongside him in his lair, and/or have him fight dirty, utilizing scrolls of magic and/or spells like Misty Step to position himself. He does not need to damage the party himself, just act as a gloating surrogate for more deadly foes that stand between him. A good length for the encounter (as an opinion) is 5-7 rounds / Escalation 5 no matter what.   Nezznar ultimately escapes, but that may not be what the GM wants. Either or is fine, but if he perishes, the party who felled him will recieve a Staff of the Spider, and whatever lies at he end of Wave Echo Cave proper. If, however, Nezznar, were to return, he would likely refine his Unique Spell List and do everything in his power to rebuild the empire in the making.   Iarno also carries a Staff of Shielding as his primary weapon, and will lose it once defeated or dead. Still, this, plus being a magic user, makes him that much stronger than your standard Bandit Mage  

    What Others may know...

    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

    Adventure Specific...

    -Lost Mines of Phandelver-
    DC = 15 + TL, using an appropriate skill check.

    Heard of (-5 to DC)

    WIP

    Learned of (Meets DC)

    WIP

    Fully Know of (DC + 10 and up)

    WIP

     
     

    -Scaling and Alterations-

      Adjusting the creature's stats to appropriate Threat levels involves altering the TL, Proficiency Bonus, and damage numbers. This section is a work in progress.  

    Loot

    • Appraise DC: 23
    • Note: If the party identifies him with a Knowledge or Lore Check, the DC is reduced to 15.
    • Crafting
      • Success
        • None
      • Critical Success
        • None

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