Death Burst. When the chalk chatterling dies, it explodes in a burst of dust. Any creature within 5 feet of the chalk chatterling must succeed on a DC 11 Constitution saving throw or be blinded until the end of its next turn.
Distracting Chatter. Any creature that starts its turn within 30 feet of and able to hear the chalk chatterling must succeed on a DC 11 Wisdom saving throw or be unable to cast or maintain concentration on a spell. Constructs and undead are immune. A creature who intended to cast a spell can choose another course of action.
Water Weakness. If the chalk chatterling is doused in water or ends its turn submerged in water, the chalk chatterling takes 3 (1d6) acid damage. Maximize this damage if the water is soapy.
Dust Whip. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Maddening Chatter (Recharge 6). Each creature within 30 feet of and able to hear the chalk chatterling must make a DC 11 Wisdom saving throw, taking 7 (2d6) psychic damage on a failed save, and half as much damage on a successful one. Constructs and undead are immune. A creature that fails the saving throw can’t take reactions until the end of the chalk chatterling’s next turn.
Description
Arcane Anomalies
“The disheveled interior of the wizard’s workshop hints at arcane experiments gone wrong. Remnants of arcane components litter the room. And now they’re moving!”
Careless Magic. The Arcanist Inquisition contends that all magic is dangerous, not just that wielded by demons and nefarious sorcerers. Their blanket denunciation of all mages might be harsh, but their zealous belief in the perils of magic isn’t unfounded. Even a well-meaning mage can invite catastrophe with a slip of the tongue, a misaligned gesture, or momentary lapse in concentration.
Arcane anomalies, as some mages euphemistically call them, are one such product of careless magic. Ritual objects used in particularly powerful spells, when not disposed of properly, can gain a malevolent sentience. Many an apprentice has learned the hard way that “Go wash up!” is not only a chore, but an essential safety practice. As one might imagine, water is a particular weakness of all arcane anomalies.
Chalk Chatterling. Chalk pentagrams and runes must be scrubbed after use, for even faint traces can birth a chalk chatterling, a tiny whirlwind of colored chalk dust that incessantly squeals the sounds its original markings were meant to signify.
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