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A great sorcerer in Dregoth's army. 

STATS

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