Antimagic Susceptibility. The living spellbook is incapacitated while in the area of an antimagic field. Unlike other animated objects, it is not adversely affected by dispel magic.
Eschew Materials. The living spellbook requires no material components for spellcasting.
False Appearance. While the living spellbook remains motionless, it is indistinguishable from a normal book.
Immutable Form. The living spellbook is immune to any spell or effect that would alter its form.
Magic Resistance. The living spellbook has advantage on saving throws against spells and other magical effects.
Spellcasting. The living spellbook is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The living spellbook has the following wizard spells prepared:
Cantrips (at will): chill touch, mage hand, mending, minor illusion, poison spray
1st level (4 slots): magic missile, ray of sickness, shield, thunderwave
2nd level (3 slots): mirror image, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): banishment, Evard's black tentacles, polymorph
5th level (2 slots): animate objects, cone of cold
6th level (1 slots): disintegrate
7th level (1 slots): Mordenkainen's sword
Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.
Description
An ancient volume hovers in the air, its pages turning on their own volition and glowing with magical sigils.
Sentient Wizardly Tomes. The origins of the living spellbook are as mysterious and varied as the art of magic itself. Sometimes, upon death, an archmage’s spirit merges with the spellbook and gives it a semblance of life; sometimes, it animates due to a transmutation spell gone awry; sometimes, it does so as a result of a meticulously prepared arcane ritual.
Freed and Bound by Magic. The living spellbook takes after its owner in many ways, mimicking his or her personality, speech patterns, mannerisms, and alignment. Some living spellbooks accidentally come into being as twisted mockeries of their wizard owners, murdering them and adopting their identity. Despite having free wills, they feel bound to their places of creation (usually a wizard’s study) and rarely venture far away from them, even if they have rebelled against their masters.
Constructed Nature. A living spellbook doesn’t require air, food, drink, or sleep. The magic that animates the living spellbook is dispelled when it drops to 0 hit points, at which point it becomes a regular, inanimate spellbook once again.
Clearly the spellbook of an Evocation wizard, considering the spells known. Almost every spell is capable of damaging something.
My 5e party latched onto the LMoP long-game quest to find Bowgentle's Spellbook. I love this stat block for when they do!
The book doesn't have the limbs required to complete the somatic components of it's spells, as it is written it can only cast misty step
YAY!!! Now I can make a high-level one-shot with the globglogabgalab as the BBEG! (The globglogabgalab for those who don't know already)
Indeed, it is clearly stated on page 203 of the Player's Handbook. XD
You're right... I did a little change and put only spells without somatic components, It was kinda bad on the cantrips tho:
Cantrips (at will): Light, Lightning Lure, Mind Sliver, Sword Burst
1st level (4 slots): Cause Fear, Distort Value, Feather Fall, Silvery Barbs
2nd level (3 slots): Blur, Misty Step, Tasha's Mind Whip
3rd level (3 slots): Fast Friends, Intellect Fortress, Thunder Step, Tongues
4th level (3 slots): Dimension Door, Raulothim's Psychic Lance
5th level (2 slots): Far Step, Immolation
6th level (1 slots): Scatter
7th level (1 slots): Whirlwind
"1 slots"
Really?