Skip to main content

Arcanaphage




Born on leathery wings, the arcanaphage superficially resembles an oversized bat. Unlike an actual chiropteran, however, it doesn't have back legs to speak of and is likewise without eyes. Instead, a long and prehensile tail curls from its hind and ends with an ivory hook. The monstrosity's front end is just as dangerous too with a pale horn protruding from the creature's forehead. It is this second growth that allows the arcanaphage to 'see' the world around it via the ebbs of magic instead of mere echolocation. An arcanaphage's skin is usually toxic green in color, though yellow specimens have been reported.


Magic Eater. The arcanaphage isn't interested in eating meat or plants. Instead, the winged horror devours magic to sustain itself. The species usually nests in arcane ruins, feeding off of the ambient magic as it decays. However whenever a fresh source of magic, such as a party of adventurers, enters an arcanaphage's hunting grounds it is quick to attack. Often the monstrosity will target the group's spellcasters first and snatch them with its hook tail to be carried off and drained of power somewhere safter. Because of this, and their innate protection against arcane forces, these creatures are sometimes called wizardbanes.


Arcanaphage

Large monstrosity, unaligned

Armor Class 13

Hit Points 60 (8d10 + 16)

Speed 20ft

Flight 40ft

Str 15 Dex 17 Con 15 Int 3 Wis 15 Cha 4

SkillsPerception +5

Senses blindsight 120 ft. (blind beyond this radius), passive Perception 15

Languages-

Challenge 5 (1800 XP)

Devour Magic.

The arcanaphage consumes arcane energy from faltering magic effects within 20ft of it. Anytime a creature, including the arcanaphage, succeeds on a saving throw against a spell or magical effect or another creature loses Concentration on a spell within the area of effect the arcanaphage regains hit points equal to the spell's level.

Magic Resistance.

The arcanaphage has Advantage on saving throws against spells and other magical effects.

Magic Weapons.

The arcanaphage's weapons are magical

Actions

Multiattack.

The arcanaphage makes two attacks as one action.

Gore.

Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 10 (2d6 + 3) piercing damage. In addition, the creature must succeed on a DC 13 Constitution save or contract the Mindfire disease.

Hook Tail.

Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 13 (3d6+3) piercing damage. In addition, the creature is grappled, DC 13. The arcanaphage can grapple one Large or smaller creature at a time and cannot use its hook tail attack while grappling a creature. While a creature is grappled by the arcanaphage hook tail it may not cast spells, use any magical ability, or maintain concentration.

Comments

Popular posts from this blog

Netting Mimic

This particular mimic species has a rather unique origin. As polyps the first batch was caught in a giant spider's web soon after being spawned. Rather than being devoured by the arachnid, they turned into sticky strands amid the webwork. Not long after that, a group of adventurers slew said spider and moved on. The mimics had something to subsist on and kept their disguise to keep more bugs. When the spider's eggs hatched, instead of eating the young, the mimics were amused by the creatures and they protected them until they were large enough until to ride off to better climes. Eventually, these mimics took the shape of netting of all sorts: ship rigging, cargo nets, and so on as they were less conspicuous than spider webs. They still remain friends with things eight-legged. Netting Mimic Medium Monstrosity (shapechanger), neutral Armor Class 13 (natural armor) 52 (8d8 + 16) Speed 15 ft Climb ...

Gears

Gears can't remember if he was a dwarven hero or a condemned criminal. Either way, he is more cogwork than flesh now and driven to mete out justice with his metal fists. He was first deployed during an intense goblin invasion of a dwarven stronghold. Initially he served as something between a shocktroop and a living weapon, but this cigar chopping 'cyborg' inspired the dwarven defenders fighting along side of him to the point that he became a mascot, then a leader. More times than one could count, he should have gone down under a barrage of attacks only to plow forward losing more flesh and blood later replaced with mithril and steel. Eventually, Gears lost every last dwarf he fought along side and just kept killing goblins whenever he could until the fortress housed him alone. Now he wanders the world, making things right the best he can one punch at a time. Gears Medium construct (dwarf), chaotic good Armor Class 12 (natural armor) ...

Piecemeal

Eveyrone should be free to live as they want and die as terribly as they can. This is the creed that the strange collection of bodyparts known as Piecemeal holds. Originally, it was a trio of kobolds who attempted a 'ritual' of their own design meant to grant immortality. Instead, it tore the three creatures into pieces that forgot how to die. The mass went quite mad and seeks to free other body parts from the 'bondage' of well, being part of a body. Travelling as three kobolds in a trenchcoat, Piecemeal wages a brutal war against 'slave owners' (IE anything with a body) and adds new parts to its collectiona as needed to keep the revolution going. Over time little of the kobolds remain, but it still rambles about in a trenchcoat spouting its made philosophy. Piecemeal Medium swarm of tiny undead creatures, chaotic neutral Armor Class 11 136 (16d8 + 64) Speed 30 ft Climb 20 ft ...