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Nar'l Xibrindas
- STR
- 9 (-1)
- DEX
- 14 (+2)
- CON
- 10 (+0)
- INT
- 17 (+3)
- WIS
- 13 (+1)
- CHA
- 12 (+1)
Nar'l has advantage on saving throws against being charmed, and magic can't put the drow to sleep.
While in sunlight, Nar'l has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Nar'l carries a vial containing three doses of eyescratch, a contact poison. A creature that comes into contact with the poison must succeed on a DC 14 Constitution saving throw or be poisoned for 1 hour and blinded while poisoned in this way. A lesser restoration spell or similar magic ends the effect.
Nar'l's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:
At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)
Nar'l is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:
Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost
Level 1 (4 slots): mage armor, magic missile, shield, witch bolt
Level 2 (3 slots): alter self, misty step, web
Level 3 (3 slots): fly, lightning bolt
Level 4 (3 slots): Evard's black tentacles, greater invisibility
Level 5 (2 slots): cloudkill
Actions
Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.
Nar'l magically summons a quasit, or attempts to summon a shadow demon with a 50% chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.
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Source: Waterdeep: Dragon Heist, p. 211 - Licenses and attribution