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Monster

Nar'l Xibrindas

Medium Humanoid · Neutral Evil

Waterdeep: Dragon Heist Page 211
Armor Class 12, 15
Hit Points 45 (10d8)
Speed Walk 30 ft.
CR 7
STR 9 -1
DEX 14 +2
CON 10 +0
INT 17 +3
WIS 13 +1
CHA 12 +1

Traits

Fey Ancestry

Nar'l has advantage on saving throws against being , and magic can't put Nar'l to sleep.

Sunlight Sensitivity

While in sunlight, Nar'l has disadvantage on attack rolls, as well as on Wisdom () checks that rely on sight.

Special Equipment

Nar'l carries a vial containing three doses of , a contact poison. A creature that comes into contact with the poison must succeed on a DC 14 Constitution saving throw or be for 1 hour and while in this way. A spell or similar magic ends the effect.

Actions

Staff

Melee Weapon Attack +2 to hit, reach 5 ft., one target. 2 () Bludgeoning damage, or 3 () Bludgeoning damage if used with two hands, plus 3 () Poison damage.

Summon Demon (1/Day)

Nar'l magically summons a , or attempts to summon a 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.
Confirmation

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