Medium humanoid (drow, elf, wizard), Neutral
| Armor Class | 17 (deflection) |
|---|---|
| Hit Points | 90 (20d8) |
| Speed | 30 ft., fly 30 ft. (hover), swim 40 ft. (ring of swimming) |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 8 (-1) | 14 (+2) | 10 (+0) | 20 (+5) | 15 (+2) | 12 (+1) |
| Saving Throws | Int +8, Wis +5 |
|---|---|
| Skills | Arcana +8, Investigation +8, Nature +8 |
| Damage Vulnerabilities | — |
| Damage Resistances | — |
| Damage Immunities | — |
| Condition Immunities | — |
| Senses | darkvision 120 ft., passive Perception 12 |
| Languages | Common, Draconic, Undercommon |
| Challenge | 8 |
Galsariad warps gravity around himself to magically deflect incoming attacks. While Galsariad is wearing no armor and not incapacitated, his AC includes his Intelligence modifier.
Galsariad has advantage on saving throws against being charmed, and magic can't put him to sleep.
Galsariad wears a ring of swimming and carries a ruidium dagger (see appendix B). If he rolls a 1 on an attack roll made with the dagger, he must succeed on a DC 20 Charisma saving throw or gain 1 level of exhaustion.
Galsariad makes one Drain Potential attack and one Ruidium Dagger attack.
Melee or Ranged Spell Attack Roll: +8 to hit, reach 5 ft. or range 120 ft., one creature. Hit: 22 (4d10) necrotic damage, and Galsariad gains 10 temporary hit points.
Melee or Ranged Attack Roll: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) psychic damage.
Galsariad causes a rippling wave of magical gravity to fill a 30-foot-radius sphere centered on a point he can see within 100 feet of himself. Each creature in that area must make a DC 16 Strength saving throw. On a failed saving throw, the creature takes 42 (12d6) force damage and is restrained for 1 minute. On a successful save, the creature takes half as much damage and isn't restrained. A restrained creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Galsariad casts one of the following spells, using Intelligence as the spellcasting ability (spell save DC 16):
At will: mage hand
1 each/day: longstrider, scrying (as an action), slow, telekinesis, water breathing