Dark Iron Sorcerer
Medium humanoid (dwarf), lawful evil
- Armor Class 12 (15 with mage armor)
- Hit Points 52 (8d8 + 16)
Speed 25 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 14 (+2) 17 (+3) 10 (+0) 10 (+0)
- Saving Throws Int +5
- Damage Resistances fire
- Senses darkvision 120 ft., passive Perception 10
- Languages Common, Dwarven
Challenge 5 (1,800 XP)
Forged in Flames. Any melee weapon the dwarf wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).
Innate Spellcasting. The dwarf's spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: produce flame
1/day each: lesser restoration, searing smiteSpellcasting. The dwarf is an 8th-level spellcaster. Its spellcasting ability is Intelligence (save DC 13, +5 to hit with spell attacks). The dwarf has the following mage spells prepared:
Cantrips (at will): control flames, fire bolt, mage hand
1st level (4 slots): burning hands, hellish rebuke,
mage armor, sudden awakening
2nd level (3 slots): aganazzar's scorcher, continual
flame, flaming sphere, hold person
3rd level (3 slots): counterspell, slow
4th level (2 slots): fire shield, wall of fireSunlight Sensitivity. While in sunlight, the dwarf has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Warhammer. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.
Summon Darkhound (1/Day). The dwarf magically summons a pair of darkhounds. The darkhounds appears in unoccupied spaces within 60 feet of the summoner, and acts as an ally of its summoner. They remain for 10 minutes, until they die, or until the summoner dismisses them as an action.