Dray, Sorcerer of the Great Army Medium humanoid, any race, any alignment
Armor Class 14 Hit Points 90 (12d6 + 36) Speed 30 ft.
STR 10 (+0) DEX 14 (+2) CON 16 (+3) INT 12 (+1) WIS 12 (+1) CHA 20 (+5)
Saving Throws Con +6, Cha +9 Skills Arcana +5, Persuasion +9 Damage Resistances Varies (based on the chosen Draconic Ancestry) Senses passive Perception 11 Languages Common, Draconic, Any additional languages as chosen by the player
Challenge 9 (5,000 XP)
Spellcasting. Dray is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). Dray knows the following sorcerer spells:
Cantrips (at will): Fire Bolt, Mage Hand, Minor Illusion, Prestidigitation
1st Level (4 slots): Shield, Chromatic Orb, Magic Missile
2nd Level (3 slots): Mirror Image, Misty Step, Scorching Ray
3rd Level (3 slots): Counterspell, Fireball, Lightning Bolt
4th Level (3 slots): Dimension Door, Ice Storm
5th Level (2 slots): Cone of Cold, Wall of Force
Draconic Resilience. Dray's hit point maximum increases by 1d6 + its Constitution modifier at the start of each of its turns.
Font of Magic. Dray can draw on an additional 3 sorcery points when using its Flexible Casting feature.
Metamagic. Dray can use the following Metamagic options:
- Quickened Spell: When casting a spell that has a casting time of 1 action, Dray can spend 2 sorcery points to change the casting time to 1 bonus action.
- Twinned Spell: When casting a spell that targets only one creature, Dray can spend sorcery points equal to the spell's level to target a second creature in range with the same spell.
Flexible Casting. Dray can use its sorcery points to create spell slots or convert spell slots into sorcery points as a bonus action on its turn.
Spell Resistance. Dray has advantage on saving throws against spells and other magical effects.
Equipment Component pouch, arcane focus, dagger, spellbook, military insignia, tactical maps