Aradrine the Owl

Critical Role: Call of the Netherdeep p. 82

Size
Medium
Type
humanoid (goliath, sorcerer)
Alignment
lawful neutral
AC
13
Hit Points
127 (17d8+51)
Speed
walk 40 ft.
Skills
Arcana +8, Athletics +4, Deception +11, History +5, Perception +6
Resistances
cold, psychic
Passive Perception
12
Languages
Common plus one other language, Giant
Challenge
2
Lineage
Occult Silvertongue
STR
13
+1
DEX
16
+3
CON
16
+3
INT
15
+2
WIS
17
+3
CHA
20
+5

Traits

Proficiency Bonus

+2

Alien Mind

If a creature tries to read Aradrine's thoughts or deals psychic damage to Aradrine, that creature must succeed on a DC 16 Intelligence saving throw or be stunned until the start of its next turn.

Magic Resistance

Aradrine has advantage on saving throws against spells and other magical effects.

Powerful Build

Aradrine counts as one size larger when determining their carrying capacity and the weight they can push, drag, or lift.

Actions

Spellcasting

Spellcasting. Aradrine casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 16):

  • 2/day each: charm person, mage armor, sending
  • 1/day: dimension door

Crimson Bolt

Melee or Ranged Spell Attack: +8 to hit, reach 5 ft. or range 60 ft., one creature. Hit: 27 (4d10 + 5) psychic damage.

Elemental Servitor (1/Day) (Bonus Action)

Aradrine magically summons an earth elemental, which appears in an unoccupied space Aradrine can see within 60 feet of itself. The earth elemental takes its turn immediately after Aradrine on the same initiative count and obeys Aradrine's commands. The earth elemental disappears after 1 minute or when it or Aradrine dies.

recharge

1/DAY

Spells

Charm Person, Mage Armor, Sending, Dimension Door

Other data

description