Ambusher.
Any creature surprised by the Abjurer Behemoth has disavantage against Devour Magic.
Sense Magic.
The Abjurer Behemoth can track any magic item that has a rarity very rare or bellow in a radius of 1 mile.
Magic Resistance.
The Abjurer Behemoth has advantage on saving throws against spells and other magical effects.
Partial Magic Immunity.
The Abjurer Behemoth is resistant to damage and immune to effects of spells of level 4 or lower.
Innate Spellcasting.
The Abjurer Behemoth's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:
Multiattack.
The Abjurer Behemoth makes three attacks, two with its Claws and one with its Bite. It can replace his Bite attack with its Devour Magic.
Claw.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.
Bite.
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage and 14 (4d6) force damage.
Devour Magic (Short or Long Rest).
The Abjurer Behemoth can expend the uses of Counterspell and Dispel Magic to create a vortex that pulls magic energy from all sources within 120 feet. All creatures that possess magic items or are under a magical effect must succeed on a Wisdom saving throw (DC 16) or they will have the effects dispelled and the item will be disabled for 24 hours. If they fail by 5 or more, the item is permanently disabled until a Remove Curse is cast on it. Magic items that are not being held automatically fail the saving throw and become sealed.
Description
Arcane Behemoths can arise when large experiments or battles with high-level magic occur. They represent an element or school of magic and are extremely territorial and phenomenal hunters. They can cast spells from the school that gave them life inherently and are commonly resistant to magic and even feed on it.
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