Monster
Skeemo Weirdbottle
Outside your table’s allowed sources
Official reference · WDH · 2014
- Creature type
- Humanoid
- Size
- Small
- Armor class
- 12, 15
- Hit points
- 72 (16d6 + 16)
- Speed
- Walk 25 ft.
- Challenge rating
- 6
- Alignment
- Lawful Evil
- Strength
- 9
- Dexterity
- 14
- Constitution
- 12
- Intelligence
- 17
- Wisdom
- 12
- Charisma
- 15
- Passive Perception
- 14
- Saving Throws
- int: +6; wis: +4
- Skills
- arcana: +6; history: +6; perception: +4; performance: +5
- Senses
- darkvision 60 ft.
- Languages
- Abyssal, Common, Gnomish, Undercommon
Traits
Gnome Cunning
Skeemo has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
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.
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:
Spell slots: 0: spells: fire bolt, light, mage hand, prestidigitation; 1: slots: 4; spells: detect magic, mage armor, magic missile, shield; 2: slots: 3; spells: misty step, suggestion; 3: slots: 3; spells: counterspell, fireball, fly; 4: slots: 3; spells: greater invisibility, ice storm; 5: slots: 1; spells: cone of cold