Advanced Telepathy. Ace can perceive the content of any telepathic communication used within 60 feet of him, and he can't be surprised by creatures with any form of telepathy.
Prone Deficiency. While in his natural form, if Ace is knocked prone, roll a die. on an odd result, Ace lands upside-down and is incapacitated. At the end of each of his turns, Ace can make a DC 10 Dexterity saving throw, righting himself and ending the incapacitated condition if it succeeds.
Shapechanger. Ace can use an action to polymorph into his humanoid form. While in humanoid form he loses his Tendrils action, his prone deficiency trait, and his fly speed; but his walking speed becomes 30 ft and his size becomes medium. In this form, Ace can easily pass off as a human, but a perception check of 10 or greater reveals his true nature.
Telepathic Shroud. Ace is Immune to any effect that would sense emotions or read thoughts, as well as divination spells.
Sorcery Points. Ace has 12 Sorcery points, as the sorcerer class feature of the same name.
Flexible Casting. Ace can use his sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. This functions as the sorcerer class feature of the same name.
Metamagic. Ace can use his sorcery points to Twin, Empower, or Careful a spell. This functions as the sorcerer class feature of the same name.
Mute Caster. Ace may cast spells with just the somatic component, However, Ace cannot speak regardless of what form he takes, without the use of Telepathy.
Spellcasting. Ace is a 6th-level spellcaster. his spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). Ace has following Sorcerer spells prepared:
Cantrips (at will): Fire Bolt, Ray of Frost
1st level (4 slots): Burning Hands, Fog Cloud, Thunderwave
2nd level (3 slots): Gust of Wind, Scorching Ray
3rd level (3 slots): Fireball, Fly, Gaseous Form, Lightning Bolt, Sleet Storm, Water Breathing, Water Walk
4th level (3 slots): Ice Storm, Stoneskin, Wall of Fire
5th level (2 slots): Cone of Cold, Wall of Stone
6th level (1 slot): Chain Lightning, Move Earth
Dagger. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage. Ace may only use this attack while in humanoid form.
Tendrils. Melee Weapon Attack: +4 to hit, reach 5 ft., 1 target. Hit: 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage. Ace may only use this action in his natural form
Stench Spray (1/Day). Each creature in a 15-foot cone originating from Ace must succeed on a DC 10 Dexterity saving throw or be coated in a foul smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while within 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.
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