Sources
CR
Type
Size
Alignment
Movement

Nezznar the Spider

Medium Humanoid (elf, wizard), Neutral Evil

Armor Class 11, 14 with mage armor
Hit Points 27 (6d8)
Speed 30 ft.
STR
9
-1
DEX
13
+1
CON
10
+0
INT
16
+3
WIS
14
+2
CHA
13
+1
Saving Throws INT +5, WIS +4
Skills Arcana +5, Perception +4, Stealth +3
Senses darkvision 120 ft., passive Perception 14
Languages Common, Elvish, Undercommon
Challenge 2 (450 XP)

Traits

Special Equipment. Nezznar has a fully charged spider staff (see appendix B).

Fey Ancestry. Nezznar has advantage on saving throws to avoid or end the charmed condition on himself, and magic can't put him to sleep.

Sunlight Sensitivity. Nezznar has disadvantage on attack rolls while he or his target is in sunlight.

Spellcasting

Spellcasting. Nezznar casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13 unless otherwise noted):

At will: dancing lights, mage hand, spider climb (from spider staff), web (from spider staff; save DC 15)

1/day each: darkness, faerie fire, invisibility, mage armor, magic missile, suggestion

Actions

Multiattack. Nezznar makes two Poison Blast attacks.

Poison Blast. Melee or Ranged Spell Attack: +5 to hit, reach 5 ft. or range 120 ft., one creature. Hit:9 (2d8) poison damage.

Lore

The Spider—a drow mastermind named Nezznar—is searching Wave Echo Cave for the Forge of Spells, a magical forge that was used by dwarves and gnomes in bygone days to fashion powerful magic items.