Large Aberration, Any Alignment
Armor Class 14 Natural armor
Hit Points 100 (13d12 + 25)
Speed 25 ft.
STR
19 (+4)
DEX
8 (-1)
CON
16 (+3)
INT
9 (-1)
WIS
6 (-2)
CHA
16 (+3)
Saving Throws STR +7, CHA +6
Senses Darkvision 120 ft., Passive Perception 12
Languages Any languages known prior to transformation
Challenge 8 (3,900 XP)
Proficiency Bonus +3
Traits

Magic Resistance. The arcane fiend has advantage on saving throws against spells and other magical effects.

Absorb Magic. When targeted and hit by a damage-dealing spell, the arcane fiend makes a DC16 Constitution Saving Throw. On a fail, the fiend takes the damage from the spell as normal. On a success, the fiend regains half as many hit points as the spell would deal in damage. This can exceed the fiend's standard maximum hit points.

Lethal Gluttony. If the fiend's maximum hit points reach 250 due to its Absorb Magic or Consume Magic abilities, the arcane fiend explodes into volatile energy. All creatures within 30 feet of the exploding fiend must make a DC14 Dexterity Saving Throw, taking 10d8 damage on a failed save, and half as much on a successful save. The damage is determined by rolling a d10 (1=Acid, 2=Cold, 3=Fire, 4=Force, 5=Lightning, 6=Necrotic, 7=Poison, 8=Psychic, 9=Radiant, 10=Thunder).

Innate Spellcasting. The arcane fiend's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, darkness, counterspell, chaos bolt, inflict wounds
3/day: dispel magic, barkskin, detect thoughts, invisibility
1/day: mirror image, confusion, arcane hand

Actions

Multiattack. The arcane fiend can either make two pound attacks, or one pound and one arcane smash attack.

Consume Magic. The arcane fiend makes eye contact with a target it can see and attempts to siphon the target's magic. The target must make a DC16 check using their spellcasting ability. If they fail, the target expends one of their lowest level spell slots instantly, and the arcane fiend heals a number of hit points relative to the spell slot expended (1d10 x the level of spell slot expended). If the target has no available spell slots to expend, they instead take 10d10 psychic damage and the arcane fiend heals a number of hit points equal to the damage dealt. 

Call Thrall. The arcane fiend lets out a horrible, magical wail that attracts all arcane thralls that can hear it to the fiend's location. Because of the magical nature of the wail, the thralls that hear it know exactly where the fiend is and the quickest route to them.

Pound. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (3d6) bludgeoning damage. 

Arcane Smash. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (3d6) force damage. Target must make a Charisma Saving Throw against the arcane fiend's DC (15), or be stunned until the end of the fiend's next turn.

Description

When an arcane thrall consumes enough power from unfortunate travelers or supernatural sources, they risk becoming an arcane fiend, a hulking abomination of flesh suffused with pure arcane energy.

Arcane fiends stand taller than most normal humanoids, reaching up to 10 feet in height. Their muscles are superdeveloped, becoming larger than any mundane creature could achieve. Their form bleeds with pure arcane energy, and their corpses are sought out by Wizards and Scholars for their potent blood and organs.

Arcane fiends, like the thralls that serve them, are simple, almost animalistic creatures, hunting for more magical energy wherever it can be found. Arcane fiends are capable of speech, but are not highly intelligent and may not be able to hold a conversation.

Generally, an arcane fiend's first reaction to seeing intruders in its land is to attack. However, if it and its thralls outnumber the creatures and said creatures aren't in possession of magical items nor have magical affinities, they may be left alone so long as they don't begin threatening the fiend or its thralls.

An arcane fiend generally commands up to a score of arcane thralls, but as long as it continues to find powerful sources of magic to feed off of, a fiend's posse may grow even larger. Fiends that control more than 30 or 40 thralls may start actively seeking out the territory of other fiends to take their energy and grow their control over their thralls.

A fiend that grows in power enough to recruit other fiends and a number of thralls over 100 may become powerful enough to be considered an arcane overfiend.

The_Guild

Comments

Posts Quoted:
Reply
Clear All Quotes