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. Con-
structs 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
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.
DC 10 Intelligence (Arcana): Arcane anomalies are
constructs immune to poison and being charmed.
DC 15 Intelligence (Arcana): The tallow toad can spit
hot wax that must be removed, or it continues to blister
skin. Coming too close to a chalk chatterling can make
spellcasting difficult. An inkfester can psychically assault
the mind in one form or, in another, surround and consume
victims. All these anomalies explode when destroyed.
DC 20 Intelligence (Arcana): Immersing any arcane
anomaly in water hurts it. Wizards frequently scrub their
laboratories clean to prevent these beings from emerging.
Salvage
The arcane components that birthed an anomaly are
irrevocably ruined. However, a defeated anomaly might
yield a small quantity of useful material.
Dust collected from a chalk chatterling can be
incorporated into a ritual spell to halve its casting time.
The caster uses some of the magic imbued in the chalk.
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