Galsariad Ardyth (Tier 1)

(Critical Role: Call of the Netherdeep)

Medium humanoid (drow, elf, wizard), Neutral

Armor Class12
Hit Points49 (14d8 - 14)
Speed30 ft.
STRDEXCONINTWISCHA
8 (-1) 14 (+2) 8 (-1) 16 (+3) 15 (+2) 12 (+1)
Saving ThrowsInt +5, Wis +4
SkillsArcana +5, Investigation +5, Nature +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 12
LanguagesCommon, Draconic, Undercommon
Challenge3

Traits

Fey Ancestry.

Galsariad has advantage on saving throws against being charmed, and magic can't put him to sleep.

Actions

Drain Potential.

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.

Gravity Wave (Recharge 5-6).

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.

Spellcasting

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