12
49 (14d8 - 14)
walk 30 ft.
Int +5, Wis +4
Arcana +5, Investigation +5, Nature +5
darkvision 120 ft.
Common, Draconic, Undercommon
3
+2
Galsariad has advantage on saving throws against being charmed, and magic can't put him to sleep.
Melee or Ranged Spell Attack: +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
Galsariad targets himself or one willing creature that he can see within 60 feet of himself, magically distorting gravity around the target. Any creature within 5 feet of the target takes 3 (1d6) force damage. In addition, the target can use a reaction to float upward, up to 20 feet, without provoking opportunity attacks. When this effect ends at the start of Galsariad's next turn, the target floats gently down up to 20 feet.