A skilled human sorcerer near the top of the ranks: an elite student, a professional exorcist, or a wanted curse user. Give them an innate technique built from the Innate Techniques section, and a Domain Expansion if you want a true set-piece.
Medium humanoid (sorcerer), any alignment
| Stat | Value |
|---|---|
| Armor Class | 17 |
| Hit Points | 120 (16d8 + 48) |
| Speed | 35 ft. |
| Saving Throws | Dex +7, Con +7, Cha +8 |
| Challenge | 9 |
| Cursed Energy | 18 |
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 18 (+4) | 16 (+3) | 14 (+2) | 14 (+2) | 18 (+4) |
Senses passive Perception 12 · Languages Common
Traits
Cursed Reinforcement. While the sorcerer has cursed energy remaining, they add +2 to their AC and damage rolls (already included above).
Actions
Multiattack. The sorcerer makes three attacks, or two attacks and one use of their Cursed Technique.
Reinforced Strike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) damage.
Cursed Technique (3 Cursed Energy). The sorcerer uses their innate technique against a target or area within 60 feet. Each affected creature makes a DC 16 saving throw, taking 27 (6d8) damage of the technique’s type on a failure, or half as much on a success.
Black Flash (Recharge 6). Once per turn when the sorcerer hits with a melee attack, they can attempt a Black Flash: the strike deals an extra 21 (6d6) force damage and ignores resistance.
Reactions
Simple Domain (2 Cursed Energy). In response to being targeted by a cursed technique or a Domain Expansion’s sure hit, the sorcerer raises a Simple Domain, negating the sure-hit effect against them until the start of their next turn.