Nevets the Alien Wizard,
Proprietor of Ye Olde Shoppe of Magicks
An NPC for your game.
Greetings, allow me to introduce myself. I am Nevets, proprietor of Ye Olde Shoppe of Magicks. Recently a friend of mine asked if I would make an appearance in his game. I was happy to provide him my stats and will happily provide them for you.
Medium aberration (alien),
Chaotic Neutral
Armor Class 16
(alien robe of protection)
Initiative Bonus +8
Hit Points 102 (12d10 + 36)
Speed 30 ft.
STR 12 (+1) DEX 16 (+3) CON 18 (+4)
INT 20 (+5) WIS 15 (+2) CHA 18 (+4)
Saving Throws Int +9, Wis +6, Cha +8
Skills Arcana +9, Insight +6, Persuasion +8
Damage Resistances psychic, radiant
Condition Immunities charmed, frightened
Senses darkvision 120 ft., passive Perception 12
Languages Telepathy 120 ft., understands Common and most other realm languages but rarely speaks aloud. When “speaking” to a PC, the PC hears the Alien’s thoughts in their head in their native language.
Challenge 9 (5,000 XP) • Proficiency Bonus +4
Traits
- Alien Mind. The alien wizard’s thoughts are indecipherable. Any creature attempting to read its mind must succeed on a DC 17 Wisdom saving throw or take 10 (3d6) psychic damage and be stunned until the start of its next turn.
- Magical Alien Technology. The alien wizard’s staff is both arcane focus and alien device. It counts as a +2 quarterstaff and enables spellcasting. If separated from the staff, the wizard’s spell attacks and DCs are reduced by 2.
- Innate Psionics. The alien wizard’s spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells without material components:
- At will: mage hand, minor illusion, detect magic, telepathy (as the spell)
- 3/day: counterspell, fear, dimension door
- 1/day: plane shift (self only), telekinesis
Actions
- Staff of the Cosmic Eye. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) bludgeoning damage plus 10 (3d6) psychic damage.
- Cosmic Ray (Recharge 5–6). The alien wizard unleashes a beam of green energy from its staff. Each creature in a 30-ft. line (5 ft. wide) must make a DC 17 Dexterity saving throw, taking 35 (10d6) radiant damage on a failed save, or half as much on a success.
- Psionic Pulse (1/day). The alien wizard emits a pulse of psychic energy. Each creature of its choice within 20 feet must succeed on a DC 17 Wisdom saving throw or be charmed and incapacitated for 1 minute, believing the alien wizard to be a trusted friend. Targets may repeat the saving throw at the end of each of their turns.
Legendary Actions
The alien wizard can take 2 legendary actions, choosing from the options below. It can only use one legendary action at a time, and only at the end of another creature’s turn.
- Cantrip. The alien wizard casts an at will cantrip.
- Phase Step. Teleports up to 20 ft. to an unoccupied space it can see.
- Mind Jab (Costs 2 Actions). Targets a creature within 30 ft. That creature must succeed on a DC 17 Intelligence saving throw or take 14 (4d6) psychic damage and be unable to take reactions until the end of its next turn.
- Temporal Curiosity (Costs 3 Actions, his two Legendary actions + normal action for that round, It interrupts initiative for that round)
Prerequisite: Alien Wizard only- The Alien Wizard’s obsession with time and cause-and-effect allows him to briefly unhook himself from the normal flow of reality.
- To onlookers, the world seems to flicker — like a skipping frame of reality — as the wizard drifts through a moment no one else can perceive.
- Effect:
- The Alien Wizard momentarily steps outside time, freezing all other creatures and objects mid-motion for the briefest instant.
- During this suspended moment (lasting up to 6 seconds of subjective time), the wizard may:
- Move up to his full movement without provoking opportunity attacks.
- Manipulate unattended or held objects — he can lift, move, rearrange, or examine them, but cannot directly harm or heal a creature.
- Reposition weapons or items (e.g., tipping a crossbow out of someone’s hand, sliding a wand away, swapping potion bottles).
- Investigate or study magical auras, glyphs, or runes with perfect clarity.
- At the end of this moment, time resumes. Creatures see only a flicker, an object moved, a door suddenly ajar, or the wizard now standing somewhere unexpected.
- Restrictions:
- The wizard cannot cast spells or make attacks during this effect.
- He cannot remove worn or wielded items (they are “anchored” in time).
- The ability recharges on a roll of 5–6 at the start of each round.
- Visuals: Reality ripples like heat distortion; colors drain, sounds stretch into echoes; motes of starlight shimmer from his eyes and hands as he walks through stillness.
Lair Actions (Optional)
If encountered in his interdimensional sanctum
(inside the Shoppe of Magicks itself):
- At initiative roll 20 or more (losing ties), he can distort space:
Gravity bends, forcing all creatures to succeed on a DC 15 Strength saving throw or be pulled 10 ft. closer to him. - Or he can alter reality: a random spell effect occurs, as if he cast confusion centered on a point within 30 ft.
- Temporal Curiosity, Shoppe of Magicks Variant: Temporal Reverie
When used within the Shoppe of Magicks, this ability becomes vastly amplified by the unstable dimensional fabric of the place.- Effect
- Duration extends to two full rounds of subjective time.
- The Alien Wizard can now cast one non-damaging spell that targets only himself or objects (e.g., Detect Magic, Identify, Mage Hand, Teleport, Mending, etc.).
- The Shoppe subtly self-corrects after the effect ends: items float back to near their original places, but not quite — a few inches off, or upside-down, as if reality forgot exactly how it was.
- Effect
Narrative Flavor:
Customers and adventurers exiting the Shoppe sometimes swear they saw the wizard in two places at once — or heard their own voices echo a second time.
Reality hiccups politely around him.
📜 Roleplaying the Alien Wizard
The alien wizard is defined less by malice than by an all-consuming desire to learn. It approaches strangers with wide-eyed fascination, eager to observe their habits, languages, and magic. Its questions may seem strange or invasive, but they come from genuine curiosity, not cruelty.
- Curious First. The alien wizard prefers to talk, trade knowledge, or even watch silently rather than leap into battle. It is intrigued by unusual weapons, spells, or customs, and may halt combat if something fascinates it.
- Swift Retribution. If attacked or mocked, however, its demeanor changes instantly. Curiosity gives way to ruthless efficiency, and it unleashes its psionic arsenal with clinical intent to bury its foes.
- Alien Perspective. Adventurers who indulge its questions may find it a surprisingly useful ally. Those who mistake its interest for weakness often do not live long enough to regret it.
Return to Ye Olde Shoppe of Magicks
Original Nevets image was graciously produced for Alien Graphics by Pipdidart. Ye Olde Shoppe of Magicks base images were built using ChatGPT using prompts by Alien Graphics ©2025 Alien Graphics
All verbiage is ©2025 Alien Graphics and all imagery is ©2025 Alien Graphics and shared under the CC BY-NC-SA


