Medium Undead, Any Evil Alignment
Armor Class 16
Hit Points 260 (40d8 + 80)
Speed 30 ft.
STR
8 (-1)
DEX
10 (+0)
CON
14 (+2)
INT
20 (+5)
WIS
14 (+2)
CHA
12 (+1)
Saving Throws INT +10, CHA +6
Damage Resistances Lightning, Thunder
Damage Immunities Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Condition Immunities Charmed, Exhaustion, Frightened, Grappled, Poisoned
Senses Passive Perception 12
Languages Common
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Curse of No Flesh. The sorcerer can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside of an object, it takes no damage, but is moved to the nearest adjacent empty space.

Legendary Resistance (3/day). If the sorcerer fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The sorcerer makes three attacks but cannot choose the same attack multiple times.

Blind. A creature within 30ft that the sorcerer can see must make a DC18 CON saving throw or become blinded until the start of the sorcerer's next turn.

Cloud of Poisonous Gas. (Recharge 5-6) All creatures within 30ft of the sorcerer must make a DC 18 CON saving throw, taking 27 (5d8 + 5) poison damage and becoming poisoned on a failed save or taking half as much damage on a success.

Flying Daggers. Ranged Spell Attack: +10 to hit, range 30/40 ft., two targets (can pick the same target twice). Hit: 17 (5d4 + 5) piercing damage.

Hypnosis. A creature within 60 ft. that the sorcerer can see must make a DC18 WIS saving throw or become charmed by the sorcerer.

Shield. The sorcerer gains a +2 to is AC until the start of its next turn.

Sorcerous Beam. Ranged Spell Attack: +10 to hit, range 40/60 ft., one target. Hit: 27 (4d10 + 5) necrotic damage and 27 (4d10 + 5) slashing damage.

Summon Minions. The sorcerer summons 3 demons of CR 1 or lower in empty spaces within 60 ft.

Reactions

Dismiss. The sorcerer causes one attack against it to miss.

Legendary Actions

The monster 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. The monster regains spent legendary actions at the start of its turn.

19876. The sorcerer uses its Flying Daggers attack against a creature it has not already targeted with that attack this round.

Description

Inspired by Lo Pan from the 1986 film,  Big Trouble in Little China.

We made this stat block over on our podcast: Creature Crunch. Available wherever you get your podcasts.

Habitat: Urban

The_Best_Disguise

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