Medium humanoid (drow, elf, wizard), Neutral
| Armor Class | 12 |
|---|---|
| Hit Points | 49 (14d8 - 14) |
| Speed | 30 ft. |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 8 (-1) | 16 (+3) | 15 (+2) | 12 (+1) |
| Saving Throws | Int +5, Wis +4 |
|---|---|
| Skills | Arcana +5, Investigation +5, Nature +5 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 12 |
| Languages | Common, Draconic, Undercommon |
| Challenge | 3 |
Galsariad has advantage on saving throws against being charmed, and magic can't put him to sleep.
Melee or Ranged Spell Attack Roll: +5 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 16 (3d10) necrotic damage, and Galsariad gains 5 temporary hit points.
Galsariad causes a rippling wave of magical gravity to fill a 10-foot-radius sphere centered on a point he can see within 120 feet of himself. Each creature in that area must make a DC 13 Strength saving throw. On a failed saving throw, the creature takes 17 (5d6) force damage and is pulled up to 10 feet toward the sphere's center. On a successful save, the creature takes half as much damage and isn't pulled.
Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 13):
At will: mage armor, mage hand
1/day: longstrider