Medium Monstrosity, Unaligned
Armor Class 15 (natural armor)
Hit Points 32 (5d8 + 10)
Speed 40 ft.
STR
15 (+2)
DEX
12 (+1)
CON
14 (+2)
INT
4 (-3)
WIS
14 (+2)
CHA
6 (-2)
Senses Darkvision 60 ft., Passive Perception 12
Languages --
Challenge 2 (450 XP)
Proficiency Bonus +2
Traits

Arcane Scent. The arcane hungerer can pinpoint, by scent, the location of Magical Items within 30 feet of it.

Consume Arcana. Any magical weapon made that hits the arcane hungerer is drained of some of its power. After dealing damage, the weapon takes a cumulative −1 penalty to its magical bonus. If the item has charges, the charges are reduced by 1 once the enhancement bonus reaches 0 (or if the item has no enhancement bonus such as a wand). If an item has used all charges when it is affected by Consume Arcana, it is considered to be reduced to 0. Once the enhancement bonus and charges are reduced to 0, the player must make a Wisdom saving throw (DC 12) or the item is rendered inert (non-magical) for 12 hours, if the save is successful, the item is only rendered inert for 1 hour. Magical ammunition that hits the arcane hungerer is destroyed after dealing damage.

Actions

Wild Magic Spray (Recharge 6). The arcane hungerer unleashes a torrent of pure magic in a 15' cone. Each creature in that line must make a DC 11 Dexterity saving throw, taking 10 (3d6) force damage on a failed save, or no damage on a successful one. In addition, all targets that took damage must roll a d20, and if they roll a 1, consult the Wild Magic effects table on page 104 of the PHB.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage.

Antennae. The arcane hungerer consumes the magic in a magical object, or creature, it can see within 5 feet of it. If the object isn't being worn or carried, the touch consumes all enhancement and charges of the item. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the arcane hungerer's touch. If the creature is a spell caster that has spell slots available to be used, the arcane hungerer consumes a spell slot from it's target. A spellbook can only be destroyed if left unattended, otherwise, it is not targeted.

If the object touched is a magic item being worn or carried, it is drained of some of its power. A weapon or Armor takes a cumulative −1 penalty to its magical bonus. If the item has charges, the charges are reduced by 1 once the enhancement bonus reaches 0 (or if the item has no enhancement bonus such as a wand). If an item has used all charges when touched, it is considered to be reduced to 0. Once the enhancement bonus and charges are reduced to 0, the player must make a Wisdom saving throw (DC 12) or the item is rendered inert (non-magical) for 12 hours, if the save is successful, the item is only rendered inert for 1 hour.

Description

Description: An Arcane Hungerer is the size of a small pony, with four insectlike legs and a squat, humped body. Its hide is thick and lumpy and is a bright yellow and orange on the belly and a deep blue with a silvery shimmer on the back. Its tail ended in what looked like a double ended paddle. Two long antennae come out of its head, one under each eye.

Behavior: Normally a docile creature, an arcane hungerer can smell magic from thirty feet away. They will always go for the strongest source of magic first, and prefer magical items over casters' spell slots or spellbooks. The creature will target low powered magical objects before high level spell slots.

Combat: An arcane hungerer has a stronger bite than the more familiar rust monster but will not normally attack with it. They attack anyone who has magic voraciously, however, with their antennae. The touch of an antenna could render even the most potent of magical metal items inert.

Ecology: Arcane Hungerers eat the arcane energy of objects and feast upon the weave itself around spellcasters.

Related to Rust Monsters, the Arcane Hungerer is the result of twisted experiments within the Halls of Undermountain. Whether the result of Halaster's madness, or one of his apprentices, they are found wandering the halls of Undermountain, and have been slowly trickling out into the rest of the Underdark and world. They tend to gather with Rust Monsters, making a dangerous combination for adventurers who's magic items would normally prove resistant to the Rust Monsters rusting powers. Once an item is rendered inert, it is vulnerable to the rust monsters Rust Metal ability.

 

Monster Tags: monstrosity

Habitat: Underdark

Screenmonkey2099

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