D&D 5E Nezznar the black spider from LMoP only has concentration spells

Leo_ASF

First Post
So I'm running Lost mine of phandelver and my players are about to face the black spider but reading through his stats I noticed most of his spell arsenal are spells that require concentration (suggestion, invisibility, spider climb and web (lets ignore mage hand)) so considering that you can only keep one of these spells at a time he become pretty weak and I'm afraid that my players will cook him like a cookie in just one round since they already took down the spectator (actually make him leave with a scheme about been the wizards of the mine) he is going to be the last villain so I want him to be a little more challenging any suggestions???
 

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It's been months since I ran the encounter but isn't he accompanied by two hobgoblins and four giant spiders? I think a web spell with the spiders ignoring it and the hobgoblins throwing ranged weapons should be enough challenge. Doesn't he have a fireball spell too? Shouldn't be a problem.
 

I had Nezznar use Ray of Frost a lot when I ran him. I rolled really badly for him, so it wasn't a problem for my players, but if he'd succeeded, that could have hindered them quite a bit.
 

It's been months since I ran the encounter but isn't he accompanied by two hobgoblins and four giant spiders? I think a web spell with the spiders ignoring it and the hobgoblins throwing ranged weapons should be enough challenge. Doesn't he have a fireball spell too? Shouldn't be a problem.

Bugbears not Hobgoblins.

OP:You are also forgetting that Nezznar has Shield, Magic Missile and Mage Armor as well and that two of his concentration spells come from his staff.
 


When in doubt, change the module to fit your game.

My group had six 5th level characters when they met Nezznar so I boosted the encounter a fair bit. I added a second, 5th level wizard, an extra bugbear, a flesh golem, and an ettin. I know, it sounds way over the top but I expect my players to be ready to overcome overwhelming odds with smart tactics.

The first time the party approached Nezznar's room he sent a Flesh Golem after them while they were fighting the bugbears in the crevasse. The golem arrived just as the last bugbear died. The second wizard had been providing support by sniping with Magic Missile from across the crevasse. When the golem showed up the party was injured and getting low on spells. They nearly panicked but it is a well seasoned group of players so they regrouped and ran away while tossing Fire Bolt and other fire attacks at the golem. As much as it scared them, it didn't land a single blow. That failed assault weakened Nezznar's forces and let the party figure out there were two ways into his room leading to the two pronged attack.

They cleared the rest of the dungeon before returning to Nezznar who had posted bugbear guards to provide warning when the battle was arriving. The second wizard cast Spider Climb on Nezznar who used Invisibility on himself so Nezznar was able to take a good tactical position for firing a Lightning Bolt in the hallway and catching the biggest melee characters in it. A few lucky attacks and well chosen spells meant Nezznar didn't survive long enough to retreat to his room and get behind the ettin but the second wizard was able to use the ettin for cover while casting Magic Missile.

The giant spiders just sat menacingly in their corners and did nothing with Nezznar out of the picture (leaving a few PC's feeling a bit creepy). My added wizard also had a ring of spell absorption (sort of like a ring of spell storing but better for defense). The wizard almost escaped using Misty Step but a couple of party members were circling around to the other door to make a rear assault and he materialized right in front of them.

All that turned the fight into a worthy challenge that left every player unsure if his character would survive.
 

Thks for the tips just finished the encounter and the whole starter set campaign, it was a great experience, the players come from the east of the rift( Nezznar was expecting them because of his divinations spells) and launched every high spell they got on the first drow they see (witch happen to be an unlucky doppelganger) basically leaving the bugbears alone the real Nezznar hear all the noise and cast a web spell (wich last only a round because nothing to attach) accompanied by his 4 spiders (which happened to be hiding on the roof and came down on a web string a really terrifying scene) changing the tables and two of them ganking the lone sorcerer on the other side of the rift, with all this happening my players totally lost their coolness and start trying to survive on their own and ignoring Nezzar casting more short lasting webs on the other side of the rift in this fashion Nezznar managed to stay in the fight until the very last moment when just a bugbear stood on his feet and the barbarian make his way up the stair to face him one on one, thats when Nezznar decided to cast invisibility and leave his minions activating the temple trap on his way out to make a more classic villain get away scene while everything was collapsing the party rescue the rockseeker and Nezznar scape to be a latter npc probably going to introduce him in the hoard of the dragon queen campaing
 

Yeah. I didn't notice that until just a couple hours before the session in which the PCs met him. I'd planned on having him Spider Climb to the ceiling and Web them into submission, which isn't going to happen.

Ended up being a moot point, though. My group planned well, got surprise, and vaporized Nezznar before he ever got to act. The evoker even remembered to specifically leave a hole in his spell so as to not burn up the table of papers in front of the guy. Very well executed, so I don't mind the anti-climax.
 

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