Call the Remnants. They may signal up to a half mile away any Remnants that are in the area as a beacon to find them.
Magic Resistance. The Arcane Remnant has advantage on saving throws against spells and other magical effects.
Magic Thievery. The Arcane Remnant can steal spell slots from a nearby spellcaster with in 40 ft. when using this ability roll a D10 on a result of 1 the ability doesn't work, result of 2 - 10 it absorbed spell slot equivalent to the result. If the roll is higher than the spell slot available they take the highest available. This ability has a Recharge of 5 - 6
2 - 1st level 5 - 4th Level 8 - 7th Level
3 - 2nd Level 6 - 5th Level 9 - 8th Level
4 - 3rd Level 7 - 6th Level 10 - 9th Level
Magic Assult. The Arcane Remnant can cast Magic Missile but only after using Magic Thievery the level it is castes at is equal to the spell slot level that was taken.
Small Size. They can occupy the same space as any creature larger than it self.
Spellcasting. The Arcane Remnant is a 6-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +6 to hit with spell attacks). The Arcane Remnant has following Wizard spells prepared:
Cantrips (at will): Acid Splash, Chill Touch, Fire Bolt, Poison Spray, Ray of frost, Shocking Grasp, Mending
Arcane Armor. Adds +3 to the armor of the Arcane Remnant.
Arcane Rush. Melee Weapon Attack: +5 to hit, reach 20 ft., 1 target. Hit: 3 (1d4 + spell slot stole) force damage. The attack deals a small amount of damage, alternatively the creature can add a spell slot stolen as damage increase, therefore a Level 9 spell slot would deal an additional 9 points of damage. The use of the spell slot uses the spell slot.
Arcane Backlash. Ranged Weapon, range 10/25 ft., Any target in the range. Hit: 31 (5d8 + 6) Force damage. When the Arcane Remnant dies or chooses to use this ability ( which kills it) an explosion of Arcane force energies, all in the range must make a DC 15 Dexterity Saving throw. If they succeed with in the 10 Ft. radius they take half damage, if they are with in the second range they take no damage. If they fail the save and are with in 10 - 25 Ft. you take half damage.
Description
The Arcane Remnants are constructs that were infused with magic, either through neglect or not needing the construct anymore they have been tossed into the trash heaps of the world. They are generally non lethal to people, but they do not posses the ability to discern good or bad, and because of this they are easily set off to violent actions.
The Remnants often times hunger for more arcane energies to sustain themselves. Because of this often times they can react in aggression to any spellcaster around that has arcane energies about them selves. They are a pack type creature and generally are found in groups of 4 to 6, although it isn't unheard of to see a solitary Arcane Remnant searching for sources of Arcane energies. They are generally no more threatening than a colony of ants are minus the fact that if Arcane Remnants were the size of a colony they would cause havoc like no other. Most groupings of Arcane Remnants range from 200 - 500 in a city depending on the size. The group can only grow as large as the sources of magic available and they will kill each other to survive.
The Remnants often times create themselves or one another, they come in all shapes and sizes, most of them can fly and walk, some of them can only walk and some of them can crawl on any surface, some of them can do all of it. Not all Remnants can or should be able to swim, fly, Climb and walk but some should be able to do all and some should be restricted to particular movements.
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