Medium humanoid (drow, elf, wizard), Neutral
| Armor Class | 12 |
|---|---|
| Hit Points | 67 (15d8) |
| Speed | 30 ft., fly 30 ft. (hover) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 10 (+0) | 18 (+4) | 15 (+2) | 12 (+1) |
| Saving Throws | Int +7, Wis +5 |
|---|---|
| Skills | Arcana +7, Investigation +7, Nature +7 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 12 |
| Languages | Common, Draconic, Undercommon |
| Challenge | 5 |
Galsariad has advantage on saving throws against being charmed, and magic can't put him to sleep.
Melee or Ranged Spell Attack Roll: +7 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 22 (4d10) necrotic damage, and Galsariad gains 5 temporary hit points.
Galsariad causes a rippling wave of magical gravity to fill a 20-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 35 (10d6) force damage and is pulled up to 20 feet toward the sphere's center, and is knocked prone. On a successful save, the creature takes half as much damage and isn't pulled or knocked prone.
Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 15):
At will: mage armor, mage hand
1 each/day: longstrider, scrying (as an action), slow