AC 13 (natural armor)
HP 75 (10d10 + 20; bloodied 37)
Speed 10 ft., fly 60 ft.
Proficiency +3; Maneuver DC 13
Saving Throws Dex +5, Int +4, Wis +4
Skills Acrobatics +5, Arcana +4 (+1d6), Nature +4 (+1d8), Perception +4 (+1d8)
Senses passive Perception 19
Languages Common, Sylvan
Flyby. Kadderia doesn’t provoke an opportunity attack when they fly out of a creature’s reach.
Magic Weapons. Kadderia’s weapon attacks count as magical for the purposes of overcoming damage resistances and immunities .
Ring of Free Action. Kadderia is not slowed by difficult terrain , and magic cannot cause them to be restrained , paralyzed , or slow their movement.
Sorcery Points (6/day). Kadderia can expend sorcery points to enhance spells with metamagic.
Quickened Spell: When Kadderia casts a spell that has a casting time of 1 action, they can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Subtle Spell: When Kadderia casts a spell, they can spend 1 sorcery point to cast it without any seen or verbalized components.
Twinned Spell: When Kadderia casts a spell that targets only one creature and doesn’t have a range of self, they can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible for Twinned Spell, a spell must be incapable of targeting more than one creature at the spell’s current level.
Spellcasting. Kadderia is a 6th level spellcaster that uses Charisma as their spellcasting ability (spell save DC 15; +7 to hit with spell attacks). They know the following spells from the sorcerer’s spell list:
Cantrips:
fire bolt
,
mage hand
,
prestidigitation
,
shocking grasp
1st-level (4 slots):
detect magic
,
identify
,
magic missile
,
shield
2nd-level (3 slots):
invisibility
,
misty step
3rd-level (3 slots):
counterspell
,
fireball
,
lightning bolt
ACTIONS
Multiattack. Kadderia attacks once with their bite and casts a spell.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) magical piercing damage.
Fire Bolt (Cantrip; V, S). Ranged Spell Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d10) fire damage.
Shocking Grasp (Cantrip; V, S). Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 9 (2d8) lightning damage, and the target can’t take reactions until the start of its next turn.
Magic Missile (1st-Level; V, S). Three glowing arrows fly from Kadderia simultaneously, unerringly hitting up to 3 creatures within 120 feet. Each arrow deals 3 (1d4 + 1) force damage.
Invisibility (2nd-Level; V, S, M, Concentration ). Kadderia or a creature they touch is invisible for 1 hour. The spell ends if the invisible creature attacks or casts a spell.
Fireball (3rd-Level; V, S, M). Fire streaks from Kadderia to a point within 120 feet and explodes in a 20-foot radius, spreading around corners. Each creature in the area makes a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save or half damage on a success.
Lightning Bolt (3rd-Level; V, S, M). A bolt of lightning 5 feet wide and 100 feet long arcs from Kadderia. Each creature in the area makes a DC 15 Dexterity saving throw , taking 28 (8d6) lightning damage on a failure or half damage on a success.
BONUS ACTIONS
Create Spell Slots. Kadderia can expend one spell slot and either gain a number of sorcerer points equal to the slot’s level or create a spell slot by expending sorcery points (1st-level: 2 points, 2nd-level: 3 points, 3rd-level: 5 points).
Misty Step (2nd-Level; V). Kadderia teleports to an unoccupied space they can see within 30 feet. Kadderia can’t cast this spell and a 1st-level or higher spell on the same turn.
REACTIONS
Shield (1st-Level; V, S). When Kadderia is hit by an attack or targeted by magic missile, they gain a +5 bonus to AC (including against the triggering attack) and immunity to magic missile . These benefits last until the start of their next turn.
Counterspell (3rd-Level; S). When a creature Kadderia can see within 60 feet casts a spell, Kadderia attempts to interrupt it. If the creature is casting a 2nd-level spell or lower, the spell fails. If the creature is casting a 3rd-level or higher spell, Kadderia makes an Intelligence check against a DC of 10 + the spell’s level. On a success, the spell fails, and the spellcasting creature can use its reaction to try to cast a second spell with the same casting time so long as it uses a spell slot level equal to or less than half the original spell slot. If the mage casts counterspell with a higher spell slot, the interrupted spell fails if its level is less than that of counterspell.
Combat
Before combat begins Kadderia casts invisibility , moving into the optimal position to unleash a fireball or lightning bolt. They avoid melee combat, using counterspell to suppress enemy spellcasters and expending sorcery points to unleash as much magic as possible in the shortest amount of time.
Kadderia’s fierce intelligence was gained unintentionally when their territory happened to surround a place where an important bit of nature magic gestated. Near its zenith, adventurers attacked, and, when it seemed that the sorcerous pteranodon was doomed, Abtazri burst out of the brush to dispatch them.
1 Warnings against trespassers roughly scrawled in Sylvan by a large claw.
2 A humanoid’s decapitated head mounted on a crude spear, the ears half-eaten and the eyes clawed out.
3 The flayed remains of a humanoid with the fingers and toes gnawed down to the bone.
4 Dried and stretched intestines that crudely spell the words “keep out” in Common.
Sacred places of nature found in desert, hills, grassland, forest, jungle, mountains, and swamps might be defended by any or all of the Saurian Three.
Beasts are natural animals whose existence and abilities are nonmagical. A bear and a tyrannosaurus rex are both beasts.