Magic Resistance. The hunter has advantage to resist magical effects
Magic Sense. The hunter knows the location of every spellcaster, active spell, and magic item within 180 feet of itself.
Spider Climb (Hunter Form Only). The hunter can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Anti-Magic Spikes. The hunter has 10 spikes on his body each having 20 ac and 15 hitpoints and must be targeted individually if they are to be damaged, while the hunter has spikes left his attacks ignore ac that comes from magical effects(+1 armor and shields, shield spell, mage armor, magical items or effects.), if the hunter is missing spikes the range of Magic Sense, Mage Tracker, Consume and Destroy, and Unravel Magic is reduced by the number of missing spikes until there are no spikes left making the abilities unusable also creatures restrained by the hunter tail while there are spikes left must make a dc 1 * number of spikes + level of spell reversed(level 9 is +1 and level 1 is +9) if they would try to teleport out of it.
Multiattack (Hunter Form Only). The hunter makes three attacks either a Bite, Claw or Tail.
Bite (Hunter Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (3d6 + 6) Piercing damage also all items bit by the hunter are affected by the drained magic effect explained below if an item is being carried by a creature it has an ac of the creatures ac +2 should the hunter target it instead
Claw (Hunter Form Only). Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 15 (3d10 + 6) slashing damage.
Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 22 (6d8 + 6) piercing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the hunter can’t make a Tail attack.
Mage Tracker (Sentry Form Only). The hunter emits a pulse of energy that helps it better locate its magical quarry. Each creature within 240 feet of the hunter or 480 from a cone that has the ability to cast spells must succeed on a DC 14 Wisdom saving throw or be mystically marked by the hunter for 1 hour.
While marked, a creature can’t become hidden from the hunter and gains no benefit from the invisible condition against the hunter. Additionally, while a marked creature is on the same plane of existence as the hunter, the hunter always knows the distance and direction to the creature.
Unravel Magic. While a creature is concentrating on a leveled spell up to 30 feet from the hunter it may try to unravel the magic dispelling it and eating it the creature concentrating on the spell makes a con save against a dc equal to 1 * number of spikes + level of spell reversed(level 9 is +1 and level 1 is +9) if they fail the spell is dispelled and the hunter regains hit points equal to 1d8 times the level of the spell
Shift Form. The hunter folds into its drone-like sentry form or unfolds into its hunter form. Its game statistics are the same in each form.
Consume and Destroy. When the hunter takes damage from a spell, it takes only half the triggering damage (rounded down). If the creature that cast the spell is within 90 feet of the hunter, that creature must succeed on a DC 16 Dexterity saving throw or take the other half of the damage, a creature marked by the hunter has disadvantage on this save
Unravel Magic. When a creature would cast a leveled spell up to 30 feet from the hunter it may try to unravel the magic countering it and eating it the creature casting the spell makes a con save against a dc equal to 1 * number of spikes + level of spell reversed(level 9 is +1 and level 1 is +9) if they fail the spell is countered and the hunter regains hit points equal to 1d8 times the level of the spell
Description
Drained Magic an item that had been drained of magic takes the damage of the bite attack and if it is equal to magic stop or higher its magical effects are stoped for 10 minutes if its magic erase or higher it loses all magical properties and does not regain them naturally but can be regained by using the wish spell or by being reenchanted by a being of sufficient power or by killing the hunter if so it regains its magical properties in 1d12 days if it is item destroyed it is completely broken and devoured by the hunter regaining hit points according to the table if they would overheal over to double their hit points they also spawn a Young Mage Hunter
| Magic Stop | Magic Erase | Item Destroyed | Hit Points | |
| Common | 2 | 6 | 12 | 1d12+4 |
| Uncommon | 10 | 15 | 20 | 2d12+4 |
| Rare | 32 | 40 | 48 | 4d12+4 |
| Ultra Rare | 48 | 56 | 64 | 8d12+4 |
| Legendary | 64 | 96 | 128 | 16d12+4 |
| Artifact | 128 | 192 | 256 | 32d12+4 |
Mage hunters are hideous spider-legged creatures employed by the Oriq to pursue magic-wielders. These creatures can naturally sense magic via the glowing purple spines on their backs.
A mage hunter is usually in its sentry form, a diamond-shaped drone with a heightened ability to sense and locate mages. Once it finds a quarry, the mage hunter takes on its arachnoid hunter form and pursues its targets with vicious skill.
Comments