Aura of Undeath. Any undead creature within 10 feet of the arcane horror at the start of its turn regains 5 hit points.
Keen Hearing and Sight. The arcane horror has advantage on Wisdom (Perception) checks that rely on hearing and sight.
Fade Affinity. The arcane horror only partially exists in the material world. It has advantage on all saving throws against physical effects (e.g. grappling, Strength contest).
Spellcasting. The arcane horror is a 5-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +5 to hit with spell attacks). The arcane horror has following Wizard spells prepared:
Cantrips (at will): chill touch, fire bolt, shocking grasp
1st level (4 slots): burning hands, false life, mage armour
2nd level (3 slots): Misty step, shatter
3rd level (2 slots): fear, fireball, lightning bolt, vampiric touch
Fade Shroud. The arcane horror can decide to partially enter the Fade, causing all physical attacks against it to fail, magical attacks to have disadvantage and only deal half damage (excluding radiant damage), and granting it advantage on all saving throws from magical effects.
Its magical attacks gain advantage, but will only deal half damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.
Description
An Arcane Horror is created when a pride demon takes control of a mage corpse. Although they appear to be little more than bones with lumbs of dried flesh, these are fierce creatures, possessing not only all the spellcasting abilities of a living mage, but also the capacity to heal and even command other animated corpses.
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