Verin Thelyss

Critical Role: Call of the Netherdeep p. 51

Size
Medium
Type
humanoid (drow, elf)
Alignment
lawful good
AC
17 (half plate armor)
Hit Points
84 (13d8+26)
Speed
walk 30 ft.
Saving Throws
Str +7, Con +5, Wis +5
Skills
Athletics +7, History +4, Perception +5
Senses
darkvision 120 ft.
Passive Perception
15
Languages
Common, Elvish, Undercommon
Challenge
5
STR
18
+4
DEX
15
+2
CON
14
+2
INT
13
+1
WIS
14
+2
CHA
16
+3

Traits

Proficiency Bonus

+3

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

Hand Crossbow

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

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

Manifest Echo (Bonus Action)

Verin magically creates an echo—a translucent, gray object that looks like him. The echo appears in an unoccupied space Verin can see within 15 feet of himself. While the echo exists, Verin chooses whether each of his attacks originates from his space or the echo's space. On Verin's turn, the echo can move in accordance with Verin's wishes. The echo has AC 17 and 1 hit point. It otherwise uses Verin's statistics. The echo lasts for 1 minute or until it is destroyed, until Verin ends his turn more than 30 feet away from it, until Verin manifests another echo, or until Verin is incapacitated.

Reposition (Bonus Action)

Verin magically swaps places with his echo.

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.

Spells

dancing lights, darkness, faerie fire, levitate

Other data

description

To the people of Bazzoxan, Verin is a beacon of hope amid the darkness that shrouds the town. But the weight of responsibility colors Verin's otherwise bright and youthful demeanor with melancholy. He cares about the town he has sworn to protect, but he is weary of the incessant threat posed by the denizens of the Betrayers' Rise.