Antimagic Susceptibility. The cat is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the cat must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Arcane Drain. The Arcanacat begins with 1d4 - 2 (minimum 0) 1st-level spell slots. It cannot regain spell slots naturally, only through its Tail attack. If the Arcanacat is dead, and a creature touches the jewel on its tail, the jewel disappears and any unspent spell slots return to their original owners.
Spellcasting. The Arcanacat has following Wizard spells prepared, which it can cast without components:
1st level (2 slots max): Magic Missile, Shield
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Tail. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) piercing damage. The target makes a DC 17 Intelligence saving throw. On a failure, the target loses one 1st-level spell slot if they have one, and the Arcanacat gains one. If there is no 1st-level spell slot to take, the target takes an additional 2 (1d4) psychic damage.
Description
A common cat constructed from white quartz, given life by magic from its creator. At the tip of its unnaturally long and sleek tail is a semi-precious stone, tapered to a sharp point. What Arcanacats lack in size, they make up for with the deadly ability to leech magical energy through their tails. As hapless adventurers focus their efforts on its brawnier brethren, the cat identifies its prey, usually casting spells at the back of the party, and waits for a good time to pounce.
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