Medium or Small Humanoid (Elf, Sorcerer), Any Alignment
AC 15    Initiative +6 (16)
HP 119 (18d8 + 38)
Speed 30 ft., Swim 30 ft.
Mod Save
STR 10 +0 +0
DEX 14 +2 +2
CON 16 +3 +7
Mod Save
INT 14 +2 +2
WIS 14 +2 +2
CHA 20 +5 +9
Skills Arcana +6, Deception +9, Insight +6, Persuasion +9
Resistances Cold, Fire
Senses Darkvision 60 ft.; Passive Perception 12
Languages Common plus five other languages
CR 12 (XP 8,400; PB +4)
Traits

Fey Ancestry. Calypso has Advantage on saving throws to avoid or end the Charmed condition, can't be magically put to sleep, and can finish a Long Rest in 4 hours if she spends those hours in a trancelike meditation, during which she retains consciousness.

War Caster. Calypso has Advantage on Constitution saving throws that she needs to make to maintain Concentration.

Actions

Multiattack. Calypso makes two Sorcerous Burst attacks and can choose to use Quickened Spell (detailed under Metamagic) if she has uses available to do so.

Sorcerous Burst. Melee or Ranged Attack Roll: +9, reach 5 ft. or range 150 ft. Hit: 27 (4d10 + 5) Force damage.

Spellcasting. Calypso casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 17, increases to 18 with Innate Sorcery):

At Will: Detect Magic, Detect Thoughts, Disguise Self, Invisibility, Mage Armor (cast before combat), Mage Hand, Prestidigitation
3/Day Each: Fly, Greater Invisibility (cast before combat), Hold Monster, Lightning Bolt (level 7 version)
1/Day Each: Chain Lightning, Cone of Cold (level 9 version), Disintegrate, Teleport

Metamagic (5/Day): Calypso can twist spells to suit her needs. When casting a spell, she can apply one of the following effects:
Quickened Spell: if a spell has a casting time of 1 Action, Calypso changes the casting time to 1 Bonus Action for that casting. Calypso can’t modify a spell in this way if she's already cast a level 1+ spell on the current turn, nor can she cast a level 1+ spell on this turn after modifying a spell in this way.
Subtle Spell: Calypso changes a spell to cast it without any somatic, verbal, or material (as long as it's not consumed) components.
Heightened Spell: When Calypso casts a spell that forces a creature to make a saving throw, she can give one target of the spell Disadvantage on saves against the spell.

Bonus Actions

Innate Sorcery (2/Day). Calypso can infuse herself with crackling magic for 1 minute. During this, she has Advantage on her spell attacks and her spell save DC increases by 1.

Misty Step (3/Day). Calypso casts Misty Step, using the same spellcasting ability as Spellcasting.

Reactions

Protective Magic (3/Day). Calypso casts Counterspell or Shield in response to the spell’s trigger, using the same spellcasting ability as Spellcasting.

Description

Archsorcerers are powerful spellcasters who derive their mastery of the arcane arts from some inner source, rather than study. Much like Archmages, benevolent archsorcerers often counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption. An archsorcerer is less likely to take apprentice mages, but an archsorcerer's abode is as likely to have numerous magical wards and guardians to discourage interlopers.

Habitat: Any

5w1ft

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