Gryz Alakritos
Critical Role: Call of the Netherdeep p. 81
- Size
- Small
- Type
- humanoid (goblin, wizard)
- Alignment
- neutral good
- AC
- 12
- Hit Points
- 82 (15d8+15)
- Speed
- walk 30 ft.
- Saving Throws
- Int +7, Wis +6
- Skills
- Arcana +7, History +7, Insight +6, Perception +6
- Senses
- darkvision 60 ft.
- Passive Perception
- 16
- Languages
- Common plus three other languages, Goblin
- Challenge
- 5
- Lineage
- Scholarly Mastermind
Traits
Proficiency Bonus
+3
Nimble Escape
Gryz can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Multiattack
Gryz makes two Arcane Shock or Dagger of the Poisoned Mind attacks.
Arcane Shock
Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 60 ft., one target. Hit: 26 (4d10 + 4) lightning damage. If the target is a creature, it can't take reactions until the start of its next turn.
Dagger of the Poisoned Mind
Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage plus 10 (3d6) psychic damage. If the target is a creature, it must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.
Spellcasting
Gryz casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 15):
- At will: alter self, light, mage hand
- 1/day each: comprehend languages, mage armor, zone of truth
Spells
alter self, light, mage hand, comprehend languages, mage armor, zone of truth