Sources
CR
Type
Size
Alignment
Movement

Skeemo Weirdbottle

Small Humanoid (gnome), Lawful Evil

Armor Class 12, 15 with mage armor
Hit Points 72 (16d6 + 16)
Speed 25 ft.
STR
9
-1
DEX
14
+2
CON
12
+1
INT
17
+3
WIS
12
+1
CHA
15
+2
Saving Throws INT +6, WIS +4
Skills Arcana +6, History +6, Perception +4, Performance +5
Senses darkvision 60 ft., passive Perception 14
Languages Abyssal, Common, Gnomish, Undercommon
Challenge 6 (2,300 XP)

Traits

Gnome Cunning. Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

Spellcasting

Spellcasting. Skeemo is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks) He has the following wizard spells prepared:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation

1st level (4 slots): detect magic, mage armor, magic missile, shield

2nd level (3 slots): misty step, suggestion

3rd level (3 slots): counterspell, fireball, fly

4th level (3 slots): greater invisibility, ice storm

5th level (1 slot): cone of cold

Actions

Dagger. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit:4 (1d4 + 2) piercing damage. Or Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit:4 (1d4 + 2) piercing damage.

Lore

Skeemo became the Master of Magic for the Black Network in Waterdeep, setting up a cover in the Trades Ward in the form of a cramped little shop called Weirdbottle's Concoctions. Most of his potions and elixirs are nonmagical, but he crafts magical ones for his Zhent friends.