Struggling against the loss of her physical self, Hunter finds the strength to joke about needing a diet. Holding her abdomen, she sends four magical missiles streaking towards the beholder.
Hit Points 17/62 (7/10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Armor Proficiencies None
Weapon Proficiencies Daggers, darts, slings, quarterstaffs, light crossbows
Tool Proficiencies None
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 0/1 long rest
Sorcery Points 3/10 long rest
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
-- Cantrips (at will) Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
-- 1st level (3/4 slots) Catapult, Magic Missile, Shield
-- 2nd level (1/3 slots) Alter Self, Maximilian's Earthen Grasp
-- 3rd level (0/3 slots) Counterspell, Dispel Magic, Erupting Earth
-- 4th level (1/3 slots) Banishment
-- 5th level (0/2 slots) Synaptic Static, Wall of Stone
Actions:
-- Light Crossbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 1d8 piercing damage
-- Dagger (2) Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. and range 20/60 ft., one target. Hit: 1d4 piercing damage.
-- Quarterstaff Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d6 bludgeoning damage, or 1d8 bludgeoning damage if used with two hands to make a melee attack.
Bonus Actions:
-- Creating Spell Slots Convert sorcery points into one spell slot (see chart)
-- Converting a Spell Slot to Sorcery Points Expend one spell slot to gain sorcery points equal to slot's level.
Reactions:
-- Bend Luck 2 sorcery points to roll 1d4 and apply as a bonus or penalty to any creature's attack roll, ability check, or saving throw.
Conditions None
Rolls
Dexterity Save - (1d20)
(7) = 7
Magic Missile, 2nd level - (1d4+1)
(3) + 1 = 4