Absorb Magic. When targeted and hit by a damage-dealing spell, the arcane thrall makes a DC19 Constitution Saving Throw. On a fail, the thrall takes the damage from the spell as normal. On a success, the thrall regains half as many hit points as the spell would deal in damage. This can exceed the thrall's standard maximum hit points.
Lethal Gluttony. If the thrall's maximum hit points reach 100 due to its Absorb Magic or Consume Magic abilities, the arcane thrall explodes into volatile energy. All creatures within 10 feet of the exploding thrall must make a DC14 Dexterity Saving Throw, taking 4d8 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 thrall's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
At will: detect magic, darkness, eldritch blast
3/day: dispel magic, detect thoughts
1/day: mirror image, confusion
Consume Magic. The arcane thrall makes eye contact with a target it can see and attempts to siphon the target's magic. The target must make a DC13 check using their spellcasting ability. If they fail, the target expends one of their lowest level spell slots instantly, and the arcane thrall heals a number of hit points relative to the spell slot expended (1d6 x the level of spell slot expended). If the target has no available spell slots to expend, they instead take 6d8 psychic damage and the arcane thrall heals a number of hit points equal to half the damage dealt.
Pound. Melee Weapon Attack: +6 to hit, reach 5 ft., 1 target. Hit: (3d6) bludgeoning damage.
Description
In the depths of the world, the great subterranean caverns in which creatures like the Drow and Dwarves build their homes, one can get lost easily, and isolation leads to madness. A particularly mad creature who spends too much time in an area suffused with magical energy may become an Arcane Thrall.
Arcane Thralls are exposed to pure energy and as a result go completely mad, taking on animalistic urges to hunt for more energy, driving them to ambush any creatures they come across who possess magical powers or magical items.
However, for reasons unknown, Arcane Thralls refuse to attack each other unless driven by a more powerful creature. Thralls generally gather towards Arcane Fiends who can lead them to greater magical scores and against other packs of the demented creatures. A Thrall who gathers enough energy may grow strong enough to rival their own Fiend, splitting up the assembled group and keeping numbers in check.
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