Armor Class
12, 15
Nar'l Xibrindas
Medium Humanoid · Neutral Evil
Hit Points
45 (10d8)
Speed
Walk 30 ft.
CR
7
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.