Medium Humanoid (Orc, Sorcerer), Neutral Good
AC 17 (with Mage Armor)    Initiative +0 (10)
HP 38 (4d6)
Speed 30 ft.
Mod Save
STR 14 +2 +2
DEX 10 +0 +0
CON 14 +2 +4
Mod Save
INT 8 −1 −1
WIS 12 +1 +1
CHA 18 +4 +6
Senses Darkvision 120 ft.; Passive Perception 11
Languages Common, Draconic, Halfling
CR 4 (XP 1,100; PB +2)
Traits

Lightning Adept. Spells you cast ignore Resistance to Lightning damage. In addition, when you roll damage for a spell you cast that deals Lightning damage, you can treat any 1 on a damage die as a 2.

Relentless Endurance (1/Day). When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 Hit Point instead.

Actions

Sorcerous Burst. Ranged Attack Roll: +6, range 120 ft. Hit: 4 (1d8) Lightning damage. Exploding dice.

Quarterstaff. Melee Attack Roll: +4, reach 5 ft. Hit: 5 (1d8+2) Bludgeoning damage.

Spellcasting. The mage casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 15):

At Will: Shocking Grasp, Mending, Lightning Lure, Dancing Lights
3/Day Total: Shatter, Dragon's Breath, Arcane Vigor
4/Day Total: Chromatic Orb, False Life, Feather Fall, Mage Armor (included in AC), Thunderwave, Witch Bolt

Bonus Actions

Adreneline Rush (2/Day). You can take the Dash action as a Bonus Action. When you do so, you gain 2 Temporary Hit Points.

Habitat: Any

Jimbo1023