Magical Force Field (1/day). Once per long rest, the Awakened Spellbook can protect itself with a magical energy field. If the monster takes damage while its force field is up, the force field takes damage instead. The force field has 20 hit points. If the force field is reduced to 0 HP, the monster takes any remaining damage. While in the force field, the monster's AC equals 12 plus the Dexterity Modifier. Once the force field is destroyed, it cannot be restored until the monster finishes a long rest.
Magic Resistance. The Awakened Spellbook has advantage on saving throws against spells and other magical effects.
Spellcasting. The Awakened Spellbook is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The Awakened Spellbook has following Wizard spells prepared:
Cantrips (at will): acid splash, chill touch, mage hand, ray of frost
1st level (4 slots): alarm (ritual), chromatic orb, detect magic, magic missile, shield, tasha's hideous laughter, thunderwave
2nd level (3 slots): blindness/deafness, flaming sphere, gust of wind, mind spike, phantasmal force
3rd level (3 slots): dispel magic, fireball, hypnotic pattern, stinking cloud
Teleport (1/day). The Awakened Spellbook can teleport up to 60 ft. to an unoccupied space that it can see. It can do this as a bonus action before or after it attacks.
Force Beam (1/day). The Awakened Spellbook can shoot out a beam of magical energy in a line 30 ft. long and 10 ft. wide originating from itself. Any creatures within the line must make a DC 13 Dexterity Saving Throw. On a failed save, the creature takes (3d10) force damage, or half as much damage on a successful save.
Force Bolt. Ranged Spell Attack: +5 to hit, range 150 ft., one target. Hit: 12 (2d8 + 3) force damage, and the target is pushed back 5 ft.
Magical Protection. The spellbook adds its Intelligence modifier (+3) to its AC or a failed saving throw.
Comments