Virulent Sorcerer

Medium humanoid (any race), any alignment

Armor Class

15 (draconic resilience)

Hit Points

45 (6d6 + 24)

Speed

30 ft.

STR

10 (+0)

DEX

14 (+2)

CON

16 (+3)

INT

12 (+1)

WIS

12 (+1)

CHA

16 (+3)

Senses

passive Perception 11

Saving Throws

Con +6, Cha +6

Skills

Arcana +4, Deception +6, Sleight of Hand +5

Languages

Any two languages

Challenge

3 (700 XP)

Draconic Resilience. The sorcerer’s hit points are increased by 1 per level and its AC is 13 + Dexterity modifier.

Poison Affinity. The sorcerer has green dragon ancestry. When the sorcerer casts a spell that deals poison damage, it deals 3 additional damage. In addition, the sorcerer can spend one sorcery point to gain resistance to poison for 1 hour.

Spellcasting. The sorcerer is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The sorcerer has the following sorcerer spells prepared:

  • Cantrips (at will): acid splash, dancing lights, poison spray

  • 1st level (4 slots): false life, ray of sickness

  • 2nd level (3 slots): crown of madness, mirror image, spider climb

  • 3rd level (3 slots): fly, slow, stinking cloud

Sorcery Points. The sorcerer has 6 sorcery points. It can spend 1 or more sorcery points as a bonus action to gain one of the following benefits:

  • Distant Spell. When the sorcerer casts a spell that has a range of 5 feet or greater, it can spend 1 sorcery point to double the range of the spell. When the sorcerer casts a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
  • Extended Spell. When the sorcerer casts a spell that has a duration of 1 minute or longer, it can spend 1 sorcery point to double its duration, to a maximum of 24 hours.

Actions

Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

medium
humanoid
cr3
nerzugals-extended-bestiary