Magic Resistance. The arcanophage matriarch has advantage on saving throws against spells and spell attacks against it have disadvantage.
Magic Detection. The arcanophage matriarch can innately sense magic as if under the effects of Detect Magic, except with a range of 300 ft. This is a non-magical effect.
Tunneler. The arcanophage matriarch can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.
Multiattack. The arcanophage matriarch makes two claw, bite, or tail attacks in any combination. It can replace one attack with an Arcane Discharge.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.
Claw. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) slashing damage.
Tail. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.
Arcane Discharge (Recharge 5-6). The arcanophage matriarch exhales pure magical energy in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw, taking 55 (10d10) force damage on a failed save, or half as much damage on a successful one.
Thirst For Magic. The arcanophage matriarch grows stronger when it consumes magic. Whenever it succeeds on a saving throw against a spell or a spell attack against it misses, it can roll a number of hit die equal to the spell level (cantrips count as 1) and gain that many temporary hit points. If a spell is absorbed this way, the arcanophage matriarch may roll to recharge its Arcane Discharge.
Description
Caravans traversing the Sarapi Desert know better than to employ Wizards and Sorcerers for protection. Usually, there is no issue, but every merchant in the Desert fears one thing more than any bandit: the Arcanophage. These monstrous creatures were only first documented in the past century, despite millennia of trade in the region.
There are several varieties of Arcanophage, but each bears four legs, powerful mandibles, and an innate sense of magic. Local guides speculate that they track down magic as if by smell, and then consume the flesh of spellcasters to sustain themselves. Rumors abound in desert villages that Arcanophages can even eat a spell mid-cast. The more powerful the magic, the more energized an Arcanophage becomes. Wizards and Clerics seeking safe passage through the Sarapi Desert find themselves out of luck to all but the greediest entrepreneurs.
To combat Arcanophages and bandits alike, merchants compete over the few veterans left in the region to work as hired muscle. Families unlucky enough to have a child born with the gift of sorcery often must sell off all of their possessions to move far away, knowing that their child will never be safe in the desert. As a result, there are unusually high concentrations of spellcasters in Crest and surrounding villages.
Lair and Lair Actions
Lair Actions
On initiative count 20 (losing initiative ties), the arcanophage matriarch takes a lair action to cause one of the following effects; she cannot use the same effect twice in a row:
- The arcanophage matriarch consumes magic as if it had cast the Dispel Magic spell.
- The arcanophage matriarch lets out a deafening roar. Each creature within 120 feet of the arcanophage matriarch must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage. Any creature that fails this saving throw and and is concentrating makes their concentration check at disadvantage. Creatures that succeed on the saving throw take half damage and do not make a concentration check at disadvantage. Other arcanophages and creatures that use ear protection, such as earplugs, make the saving throw at advantage.
- The arcanophage matriarch commands her children to protect the nest. Any arcanophage within 120 feet of the arcanophage matriarch that can hear her can move up to its speed. They move in initiative order.
Previous Versions
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11/21/2020 5:33:05 PM
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1.1
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Coming Soon
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11/22/2020 2:23:00 AM
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9
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1
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2.1
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Coming Soon
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