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
STR
10
+0
DEX
14
+2
CON
13
+1
INT
18
+4
WIS
16
+3
CHA
14
+2

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

Other data

description