Flesh Pits Sorcerer (5e Creature)

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Flesh Pits Sorcerer[edit]

Medium humanoid (any race), chaotic evil


Armor Class 12 (leather armor)
Hit Points 45 (7d8 + 14)
Speed 30 ft.


STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 14 (+2) 12 (+1) 12 (+1) 14 (+2)

Proficiency Bonus +2
Senses darkvision 60 ft., passive Perception 11
Languages Common
Challenge 4 (1,100 XP)


Innate Spellcasting. The sorcerer's innate spellcasting ability is Charisma (spell save DC 12). They can innately cast the following spells, requiring no material components:

1/day: fear, heal, hold person, instil pain, vicious mockery

ACTIONS

Surgical Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) slashing damage.

Warp Creature (Recharge 6). The sorcerer targets a creature it can see within 120 feet of it. The target must make a DC 12 Constitution saving throw.
On a successful save, a creature becomes immune to this sorcerer's Warp Creature. On a failed save, the target is poisoned and gains 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns.
Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a reanimated meat under the sorcerer's control. The transformation of the body can be undone only by a wish spell.

BONUS ACTIONS

Cunning Action. The sorcerer takes the Dash, Disengage, or Hide action.


Flesh Pits Sorcerer.jpg

Among the evilest of minions throughout the realms, Flesh Pits sorcerers learn their dark arts under the tutelage of the mad sorcerer Shang Tsung himself. It is said that his students practice their dark magic on prisoners until they have either perfected their technique or killed their subject.

Cowardice. Knowing fully well the atrocities they have committed in pursuit of their morbid curiosities; these sorcerers remain in a state of paranoia and apprehension for the day that they may finally have to come face to face with retribution for all their evil. Should the masses of Outworld ever become aware of the horrors of the Flesh Pits and come seeking revenge on its mad sorcerers, these cowardly madmen are well prepared to make one final desperate dash to escape from justice.

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