Page 130 - Critical Role: Tal’Dorei Campaign Setting
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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.
chapter 4: allies and adversaries 129

