Sources
CR
Type
Size
Alignment
Movement

Neronvain

Medium Humanoid (elf), Neutral Evil

Armor Class 17
Hit Points 117 (18d8 + 36)
Speed 30 ft.
STR
8
-1
DEX
17
+3
CON
15
+2
INT
16
+3
WIS
13
+1
CHA
18
+4
Saving Throws CON +5, WIS +4
Skills Arcana +6, Perception +4
Damage Immunities poison
Condition Immunities Charmed, Frightened, Poisoned
Senses darkvision 60 ft., passive Perception 15
Languages Common, Draconic, Elvish, Infernal
Challenge 9 (5,000 XP)

Traits

Draconic Majesty. Neronvain adds his Charisma bonus to his AC (included).

Fey Ancestry. Magic can't put Neronvain to sleep.

Actions

Multiattack. Neronvain makes two attacks, either with his shortsword or Eldritch Arrow.

Shortsword. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit:6 (1d6 + 3) piercing damage plus 13 (3d8) poison damage.

Eldritch Arrow. Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit:11 (2d10) force damage plus 9 (2d8) poison damage.

Poisonous Cloud (2/Day). Poison gas fills a 20-foot-radius sphere centered on a point Neronvain can see within 50 feet of him. The gas spreads around corners and remains until the start of Neronvain's next turn. Each creature that starts its turn in the gas must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.