Large Monstrosity, Unaligned
Armor Class 13
Hit Points 90 (12d10 + 24)
Speed 30 ft., fly 40 ft.
STR
14 (+2)
DEX
16 (+3)
CON
14 (+2)
INT
18 (+4)
WIS
12 (+1)
CHA
6 (-2)
Saving Throws DEX +7, INT +8, WIS +5
Damage Resistances Radiant
Damage Immunities Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered
Senses Passive Perception 11
Languages --
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Traits

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:


At will: Blade Ward, Virtue, Mage Armor, Pass Without Trace
1/day each: Absorb Elements, , Counterspell, Dispel Magic

 

Actions

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.


The Abjurer Behemoth gains temporary hit points for each disabled item equal to 10 for uncommon and rare, 20 for very rare, and 30 for legendary.

This effect cannot disable or seal artifacts.

 

 

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.

Monster Tags: monstrosity

ValeDraconico

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