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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.

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