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tal’dorei campaign guide



                      Ashari Waverider                                  Ashari Skydancer
                       Medium humanoid (any race), neutral good         Medium humanoid (any race), chaotic neutral

             Armor Class 14 (hide armor of cold resistance)     Armor Class 14
             Hit Points 77 (14d8 + 14)                          Hit Points 63 (14d8)
             Speed 30 ft.                                       Speed 30 ft., fly 60 ft. (with skysail)
                Str    dex    con     int    wiS     cha           Str   dex     con    int     wiS    cha
               15 (+2)   14 (+2)   12 (+1)   10 (+0)   16 (+3)   13 (+1)    10 (+0)   18 (+4)   10 (+0)   12 (+1)   16 (+3)   11 (+0)

             Saving Throws Con +4, Wis +6                       Saving Throws Dex +7
             Skills Athletics +8, Nature +3                     Skills Acrobatics +7, Perception +6
             Damage Resistances cold                            Senses passive Perception 16
             Senses passive Perception 13                       Languages Common, Druidic, Primordial (Auran)
             Languages Common, Druidic, Primordial (Aquan)      Challenge 5 (1,800 XP)
             Challenge 4 (1,100 XP)
                                                                Evasion. If the skydancer is subjected to an effect that allows it
             Fishform. As a bonus action, the waverider can transform   to make a Dexterity saving throw to take only half damage, the
             into a hunter shark or giant octopus. While in this form, the   skydancer instead takes no damage if it succeeds on the saving
             waverider cannot cast spells, but can expend a spell slot as a   throw, and only half damage if it fails.
             bonus action to regain 1d8 hit points per level of the spell slot
                                                                Flyby. The skydancer doesn’t provoke opportunity attacks when
             expended. When the waverider is reduced to 0 hit points, falls
                                                                it flies out of an enemy’s reach.
             unconscious, or dies in this form, it reverts to its humanoid
             form. It can remain in fishform for up to 3 hours, and can enter   Skysail. The skydancer flies with a special ashari weapon called
             fishform twice, regaining expended uses after completing a short   a skysail (see pg. 45). While the skysail’s wings are extended, the
             or long rest.                                      skydancer can cast levitate at will, and can spend an action to
                                                                cast fly on itself (no concentration required) for up to 1 minute
             Healing Tides. Whenever the waverider casts a spell of 1st level or
                                                                once per day. This use of fly instantly replenishes when in an
             higher that affects a nonhostile creature, that creature regains 3 hit
                                                                area of powerful air elemental magic, such as the Rift of Air in
             points (in addition to any healing the spell may provide).
                                                                Zephrah.
             Marine Empathy. The waverider can speak with and understand
                                                                Spellcasting. The skydancer is a 3rd-level spellcaster. Its
             aquatic plants and animals.
                                                                spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
             Spellcasting. The waverider is a 7th-level spellcaster. Its   spell attacks). It has the following druid spells prepared:
             spellcasting ability is Wisdom (spell save DC 14, +6 to hit with
                                                                Cantrips (at will): guidance, shillelagh
             spell attacks). It has the following druid spells prepared:
                                                                1st level (4 slots): fog cloud, entangle, jump
             Cantrips (at will): druidcraft, poison spray, resistance   2nd level (2 slots): gust of wind, skywrite
             1st level (4 slots): cure wounds, create or destroy water, healing word
             2nd level (3 slots): animal messenger, enhance ability, lesser   Actions
               restoration
                                                                Multiattack. The skydancer makes two skysail staff attacks.
             3rd level (3 slots): conjure animals (aquatic beasts only), water
                                                                Skysail Staff. Melee Weapon Attack: +7 to hit, reach 5 ft., one
               walk, water breathing
                                                                target. Hit: 7 (1d6 + 4) bludgeoning damage. If the skydancer
             4th level (1 slots): control water
                                                                makes this attack while flying, the target must make a DC 14
             Actions                                            Dexterity saving throw, taking 21 (6d6) lightning damage on a
                                                                failure or half as much damage on a success.
             Harpoon. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft.,
             range 20/60 ft., one target. Hit: 5 (1d6 + 2) piercing damage.   Reactions
             Attacks with this weapon while underwater are not made with
                                                                Slow Fall. When the skydancer takes falling damage, it may
             disadvantage.
                                                                reduce the damage by half.
              ashari sKydancer                                   Air Ashari children learn to fly before they learn to
                                                                walk, accompanying their parents through the snow-fat-
              Zephrah’s location in the Summit Peaks has shielded
                                                                tened clouds on Ashari-craft skysails (see pg. 45). While
              the Ashari from countless hardships; few infringe upon
                                                                all in Zephrah love the sensation of flight, few hone their
              their isolated home, and this safety has bred a certain
                                                                skills as rigorously as the skydancers. These graceful
              recklessness within the Zephrah people. Though they
                                                                masters of the wind are at once artists, performers, and
              guard their elemental rift as closely as the rest of their
                                                                warriors; they are beloved heroes of their people, both
              kin, their  lack of stoicism and restraint often earns them
                                                                defending them in times of danger and bringing them
              the scorn of the Terrah, the only other Ashari tribe in
                                                                happiness in times of peace.
              Tal’Dorei.

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