Absorb Arcane Energy. Any arcane spell targeted at an arcanoplasm is automatically absorbed into its body. This reduced damage by 1/3 of damage the spell would otherwise deal; nondamaging spells cure 1 point of damage per spell slot used to cast the spell. Spells that affect an area are not absorbed, but neither do they affect the arcanoplasm. The arcanoplasm can’t absorb magic from spells that it cast itself using arcane spell mimicry, and it can’t absorb divine magic, which affects it normally.
Amorphous. An arcanoplasm can move through gaps as small as one square inch without penalty.
Arcanesense. An arcanoplasm can automatically detect the location of any arcane spellcaster within 100 feet. This ability is not blocked by any material.
Immutable Form. The golem is immune to any spell or effect that would alter its form.
Arcane Spell Mimicry. As an action, an arcanoplasm can mimic any arcane spell of 4th level or lower cast within 30 feet of it on its next turn. The spell takes effect as if cast by a 7th-level sorcerer (spell save DC 13, +6 spell attack bonus) and requires no components. Because of its innately magical nature, an arcanoplasm adds both its Con and Cha modifiers to concentration checks when it takes damage.
Multiattack. The arcanoplasm make one Slam attack and one Constriction attack.
Slam. Melee Weapon Attack:+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 12).
Constriction. One creature already grappled by the arcanoplasm takes 5(1d6 + 2) bludgeoning damage plus 7 (2d6) acid damage.
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Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Enter the description for how mythic actions work for your monster here.
Mythic Action Name (Costs # Actions). Enter the description for your mythic action.
Description
As I was examining one of the glass animals in the menagerie, that insipid barbarian took a swing at the floating glass sphere roiling with the yellow and gray sludge. Exploding shards of glass shredded his skin, and then the thing was upon him. A pseudopod of pale protoplasm burned a hole straight through the dolt. Grendes summoned a bolt of mystical energy, but the creature absorbed the missile. It fired the same bolt right back, knocking Grendes to the ground! I ran as the blob flowed over my dismayed friend. — Kimber Threeclover, last surviving member of the Company of the Blue Riders
Thought to be the result of a failed magical experiment, wizards and sorcerers alike have tried for years to gather information on this alien creature, but thus far such information has eluded even the most resourceful of researchers. Arcanoplasms are found in areas where the residual energy of arcane magic lingers. Such areas include abandoned wizard’s towers, keeps, dungeons, and so forth. Here they feed and remain until disturbed. Because it lairs in ruins and similar places that attract adventurers, it rarely has to wait long between meals. Arcanoplasms always target arcane spellcasting creatures first. Thanks to its ability to replicate spells cast near it, the arcanoplasm always tries to stay within 30 feet of a hostile arcane caster. Mimicked spells are cast at the foe deemed most threatening.
Lair and Lair Actions
Enter a description of your monster's lair here.
Lair Actions
On initiative count # (losing initiative ties), the [monster name] takes a lair action to cause one of the following effects; the [monster name] can’t use the same effect two rounds in a row:
- Enter a description for a lair action.
- Enter a description for a lair action.
Regional Effects
The region containing a legendary [monster name]’s lair is [enter the effect description], which creates one or more of the following effects:
- Enter a regional effect description.
- Enter a regional effect description.
If the [monster name] dies, these effects fade over the course of #d# days.
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