Nawab Maarham, Wizard of the Veiled Alliance
Medium humanoid (human), neutral
Armor Class: 14 (padded armor)
Hit Points: 110 (13d8 + 39)
Speed: 30 ft.
STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 18 (+4) WIS 12 (+1) CHA 8 (-1)
Saving Throws: Int +7, Wis +4
Skills: Arcana +7, History +7, Insight +4, Perception +4
Senses: passive Perception 14
Languages: Common, Draconic, Elvish
Challenge Rating: 6 (2,300 XP)
Spellcasting: Nawab Maarham is a 13th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). He has the following wizard spells prepared:
Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp
1st level (4 slots): detect magic, mage armor, magic missile, shield
2nd level (3 slots): detect thoughts, invisibility, web
3rd level (3 slots): counterspell, fireball, lightning bolt
4th level (3 slots): dimension door, greater invisibility, ice storm
5th level (2 slots): cone of cold, hold monster
6th level (1 slot): disintegrate
Actions:
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage or 4 (1d8) bludgeoning damage if used with two hands.
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4) piercing damage.
Special Abilities:
Veiled Alliance Magic. Nawab Maarham has access to additional spells as a member of the Veiled Alliance. He can cast the following spells once per day each:
- Levitate
- Disguise Self
- Detect Thoughts
Spellbook. Nawab Maarham carries a spellbook containing all of his prepared spells as well as several additional wizard spells. If the spellbook is lost or destroyed, he can replace it by copying spells from other spellbooks or scrolls.
Noble Privilege. Nawab Maarham is a member of the nobility and has connections and resources that he can call upon for assistance. He has advantage on Charisma (Persuasion) checks made when dealing with other nobles or officials in Raam.