Medium Humanoid, Any Alignment
Armor Class 12 (15 with mage armor)
Hit Points 99 (18d8 + 18)
Speed 30 ft.
STR
10 (+0)
DEX
14 (+2)
CON
12 (+1)
INT
16 (+3)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws CON +5, CHA +9
Skills Arcana +7, Deception +9
Senses Passive Perception 12
Languages Any six languages
Challenge 12 (8,400 XP)
Proficiency Bonus +4
Traits

Magic Resistance. The archsorcerer has advantage on saving throws against spells and other magical effects.

Spellcasting. The archsorcerer is an 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The archsorcerer can cast disguise self and invisibility at will and knows the following sorcerer spells:

Cantrips (at will): fire bolt, light, mage hand, prestidigitation, acid splash

1st level (4 slots): detect magic, color spray, mage armor, magic missile

2nd level (3 slots): hold person, mirror image, misty step

3rd level (3 slots): counterspell, fly, fireball

4th level (3 slots): greater invisibility, ice storm, polymorph

5th level (3 slots): cone of cold, dominate person, wall of stone

6th level (1 slot): disintegrate

7th level (1 slot): plane shift

8th level (1 slot): incendiary cloud

9th level (1 slot): gate

*The archmage casts mage armor on itself before combat. 

Metamagic (5/Day): The archsorcerer can twist spells to suit their needs. When casting a spell, they can apply one of the following effects:
Quickened Spell: if the spell has a casting time of 1 action, the archsorcerer changes the casting time to 1 bonus action for that casting.
Subtle Spell: the sorcerer changes the spell to cast it without any somatic or verbal components.
Heightened Spell: if the spell forces a creature to make a saving throw to resist its effects, the archsorcerer gives one target if the spell disadvantage on its first saving throw made against the spell.

Actions

Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.

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.

Previous Versions

Name Date Modified Views Adds Version Actions
4/12/2020 12:58:26 PM
841
73
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Coming Soon

Monster Tags: NPC

Habitat: Urban

ZeroSum

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