Critical Role - Essek Thelyss

by OccidentalAvian

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Essek Thelyss

Just over a hundred and twenty years old and still within his first life, Essek is a prodigy who displays an unprecedented talent for the manipulation of dunamis energy. Essek is both respected and feared for his intelligence and cunning, and he carefully plots each step he takes to further his and his Den's climb up the hierarchy of the dynasty. Essek is more interested in dunamancy magic than worshiping the Luxon, and he is strangely excited for the war with the empire. He is eager to use the conflict as an excuse to practice the deadlier aspects of dunamancy, and also curious to see what the powerful minds of the Cerberus Assembly may have gleaned from their research into the beacon they stole.



Essek Thelyss

Medium humanoid (elf), neutral evil


Armor Class 13 (16 with mage armor)
Hit Points 82 (15d8 + 15)
Speed 30 ft.


STR DEX CON INT WIS CHA
9 (-1) 16 (+3) 13 (+1) 20 (+5) 12 (+1) 14 (+2)

Saving Throws Int +9, Wis +5
Skills Arcana +9, History +9, Deception +6
Senses darkvision 120 ft., passive Perception 11
Languages Common, Elvish, Undercommon
Challenge 9 (5,000 XP)


Fey Ancestry. Essek has advantage on saving throws against being charmed, and magic can't put Essek to sleep.

Gravity Well. When Essek casts a spell on a creature, he can move the target 5 feet to an unoccupied space of his choice if the target is willing to move, the spell hits the target with an attack, or the target fails a saving throw against the spell.

Untethered Stride. As a bonus action, Essek magically levitates 4 inches above the ground. While levitating, Essek can walk or stand on nonsolid or unstable surfaces such as water or lava, leaves no tracks, and ignores difficult terrain. This effect ends if Essek dismisses it as a bonus action, falls unconscious, or dies.

Innate Spellcasting. Essek's innate spellcasting ability is Charisma (spell save DC 14). He can innately cast the following spells, requiring no material components:

At will: dancing lights
1/day each: darkness, faerie fire, levitate (self only)

Spellcasting. Essek is a 15th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Essek has the following Wizard spells prepared:

Cantrips (at will): mage hand, message, prestidigitation, ray of frost (see Actions below), sapping sting* (see Actions below)
1st level (4 slots): disguise self, mage armor, magic missile, magnify gravity*, shield
2nd level (3 slots): levitate, misty step, spider climb
3rd level (3 slots): counterspell, fly, pulse wave*
4th level (3 slots): dimension door, gravity sinkhole*
5th level (3 slots): cone of cold, telekinesis
6th level (1 slot): globe of invulnerability, gravity fissure*
7th level (1 slot): reverse gravity, teleport
8th level (1 slot): dark star*
*Spell from Explorer's Guide to Wildemount

Sunlight Sensitivity. While in sunlight, Essek has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

Actions

Ray of Frost (Cantrip). Ranged Spell Attack: +9 to hit, range 60 ft., one creature. Hit: 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of Essek's next turn.

Sapping Sting (Cantrip). Essek saps the vitality of one creature he can see within 30 feet of him. The target must succeed on a DC 17 Constitution saving throw or take 7 (3d4) necrotic damage and fall prone.

Reactions

Violent Attraction (Recharge 5-6). When another creature Essek can see within 60 feet of him hits with a weapon attack, Essek increases the attack's velocity, causing the attack to deal 5 (1d10) additional damage.

Accelerate Fall. When a creature within 60 feet of Essek takes damage from a fall, Essek increases the fall's damage by 11 (2d10).

Art: Essek Thelyss by @vicious_mongrel on twitter.

 

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