Medium Humanoid, Chaotic Neutral
Armor Class 16 (with mage armor)
Hit Points 150 (20d8 + 60)
Speed 30 ft.
STR
10 (+0)
DEX
16 (+3)
CON
16 (+3)
INT
15 (+2)
WIS
12 (+1)
CHA
20 (+5)
Saving Throws DEX +8, INT +7, CHA +10
Skills Arcana +8, Intimidation +11, Perception +7, Persuasion +11, Stealth +9
Damage Vulnerabilities Slashing from a Vorpal Sword
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion
Senses Darkvision 60 ft, Passive Perception 17
Languages Common plus up to five other languages
Challenge 14 (11,500 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If Alice fails a saving throw, she can choose to succeed instead.

Magical Resistance. Alice has advantage on saving throws against spells and other magical effects.

Spellcasting. Alice is a 20th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). She has the following sorcerer spells prepared:

Cantrips (at will): mage hand, prestidigitation, ray of frostminor illusionshocking grasp

1st level (4 slots): detect magic, magic missile, shield, thunderwave

2nd level (3 slots): acid arrow, detect thoughts, invisibility, mirror image

3rd level (3 slots): counterspell, fear, dispel magic, fireball

4th level (3 slots): greater invisibility, dimension door

5th level (3 slots): cone of cold, insect plague

6th level (2 slot): disintegrate, true seeing

7th level (2 slot): prismatic spray

8th level (1 slot): incendiary cloud, power word stun

9th level (1 slot): psychic scream

Wild Magic Surge. Alice's spellcasting can unleash surges of untamed magic. Once per turn, the DM will roll a d20 immediately after she casts a sorcerer spell of 1st level or higher. If the roll a 1, roll on the Wild Magic Surge table to create a magical effect. If that effect is a spell, it is too wild to be affected by Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.

Font of Magic. Alice has 20 sorcery points. She can use sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. Alice can create spell slots no higher in level than 5th.

Metamagic. Alice can use one of four metamagic options, and can use only one Metamagic option on a spell when casted, unless otherwise noted.

Subtle Spell. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.

Twinned Spell. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).

Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.

Seeking Spell. If you make an attack roll for a spell and miss, you can spend 2 sorcery points to reroll the d20, and you must use the new roll.
You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.

Actions

Quarterstaff. Melee Weapon Attack 1d20+6 to hit, reach 5 ft., one target. Hit: 3 (1d6+0) bludgeoning damage.

Vorpal Longsword. Melee Weapon Attack 1d20+3 to hit, reach 5 ft., one target. Hit: 8 (1d8+3) slashing damage, handed. Hit: 10 (1d10+3) slashing damage. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Legendary Actions

Alice can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Alice regains spent legendary actions at the start of her turn.

Cantrip. Alice casts a cantrip.

Quarterstaff. Alice makes a quarterstaff attack.

Fey Teleportation. Costs 2 Actions. Alice can cast misty step without expending a spell slot.

Wild Magic. (Costs 3 Actions). Alice can roll on the wild magic table to determine a random effect.

Time Freeze. (Costs 3 Actions). Alice can freeze up to five allies in the midst of combat to deliver a cathartic speech. This action can only be used prior to her turn in combat.

lhgecko

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