Wand of Magic Missle: 3d4 + 3 (1d4 +1 per charge)
This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spellcasting. The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:
Cantrips (at will): fire bolt, poison spray, mage hand, chill touch
1st level (4 slots): detect magic, mage armor, ray of sickness, shield, silent image
2nd level (3 slots): misty step, suggestion, melf's acid arrow
3rd level (3 slots): counterspell, fireball, haste
4th level (3 slots): greater invisibility, summon greater demon
5th level (1 slot): dominate person
Reckless. At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.
Running Leap. The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.
Innate Spellcasting. The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:
1/day each: entangle, phantasmal force
2/day each: disguise self, invisibility (self only)
Multiattack. The barlgura makes three attacks: one with its bite and two with its fists.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.
Fist. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage.