Innate Spellcasting: The arcanadaemon's innate spellcasting ability is Charisma (spell save DC 15). The Arcanadaemon can innately cast the following spells requiring no material components:
At will, alter self, darkness, heat metal, invisibility (self only), magic missile
Magic Resistance. The arcanadaemon has advantage on saving throws against spells and other magical effects.
Magic Weapons. The arcanadaemon's weapon attacks are magical.
Spellcasting. The arcanadaepon is a 16th level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanadaemon has the following wizard spells prepared:
Cantrips (at will): fire bolt, mage hand, minor illusion, prestigitation
1st level (4 slots): detect magic, identify, shield, Tener's floating disk
2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (2 slots): contact other plane, hold monster
6th level (1 slot): chain lightning
Claws. Melee weapon attack: +7 to hit, reach 5 ft. one target. Hit: 8 (2d4+3) slashing damage. The target must make a DC14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Teleport: The arcanadaemon magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.
Description
Shrewd negotiators, skilled diplomats, and knowledgeable scribes, arcanadaemons are the ultimate bureaucrat. Their preferred schemes revolve around subtlety and amassing knowledge, mundane or arcane. Blatant conflicts, such as combat is not their cup of tea, but their powerful magics are able to level battlefields nonetheless
Created by Loot Studios May 2021 bundle. Aside from being a subscriber and want to use their content, I am in no way associated with Loot Studios.
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