Verin Thelyss

(Critical Role: Call of the Netherdeep)

Medium humanoid (drow, elf), Lawful Good

Armor Class17 (half plate armor)
Hit Points84 (13d8 + 26)
Speed30 ft.
STRDEXCONINTWISCHA
18 (+4) 15 (+2) 14 (+2) 13 (+1) 14 (+2) 16 (+3)
Saving ThrowsCon +5, Str +7, Wis +5
SkillsAthletics +7, History +4, Perception +5
Damage Vulnerabilities—
Damage Resistances—
Damage Immunities—
Condition Immunities—
Sensesdarkvision 120 ft., passive Perception 15
LanguagesCommon, Elvish, Undercommon
Challenge5

Traits

Fey Ancestry.

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

Sunlight Sensitivity.

While in sunlight, Verin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Multiattack.

Verin makes three Glaive attacks.

Glaive.

Melee Attack Roll: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) slashing damage.

Hand Crossbow.

Ranged Attack Roll: +7 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 22 (4d10) poison damage.

Reactions

Parry.

Verin adds 3 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon.

Spellcasting

Verin casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 14):

At will: dancing lights

1 each/day: darkness, faerie fire, levitate (self only)