Antimagic Susceptibility. The arcane familiar is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the arcane familiar must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute.
Arcane Orbit. Arcane familiars are immune to all damage while within 50 feet of the creature that summoned them.
Arcane Servitors. The creature who summoned the arcane servitors may control them like hands within 50 feet to manipulate objects, open unlocked doors or containers, stow or retrieve items from open containers, or pour the contents out of vials. The arcane servitors can’t attack, activate magic items, or carry more than 5 pounds each.
Command. Creature who summoned it can give Servitor a command acting as a pair of hands for mundane tasks, such as grabbing ingredients, mixing components and pouring vials in a wizard’s laboratory. These mage hands appear as shimmers of force performing small tasks in the vicinity of their master.
Scan. The Servitor can send images and information back to the summoner through it's magical sight in the center of it's energy mass which acts as a quasi-eyeball.
Enter the description for how legendary actions work for your monster here.
Legendary Action Name (Costs # Actions). Enter the description for your legendary action.
Mythic Action Name. 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
The Arcane Servitor is a marvel of magical ingenuity, a shimmering manifestation of arcane force that acts as an extension of the mage's will. Invisible to most, save for the faint glimmer of its presence, the servitor hovers near its conjurer, ready to assist with a myriad of tasks. With a simple mental command, the servitor deftly manipulates objects, opens unlocked doors, and retrieves items from open containers, its ethereal touch as precise as a master artisan's hand.
Ideal for the meticulous work of a wizard's laboratory, the servitor excels in handling delicate ingredients, mixing components, and pouring vials with care. While its strength is limited to carrying no more than five pounds, its utility is unmatched for those who require an extra hand—or eye—in their magical endeavors. However, the servitor's power lies in assistance, not aggression; it cannot engage in combat or activate magical items, ensuring its focus remains on the tasks at hand. Bound to its master within a 50-foot radius, the Arcane Servitor is a silent, steadfast companion to mages of strong mind and greater ambition.
Arcane Familiars. For some powerful practitioners of the arcane arts, it is not enough to simply conjure fae or fiends in the shape of beasts. The most powerful of mages will shape raw arcane energy into the forms they see fit.
These elemental beings are living tools, extensions of the mage that created them and a physical manifestation of their power.
The more powerful a wizard becomes, the more arcane familiars they may conjure. The power of an archmage may be gleaned by the number of shimmering runes that orbit them. Though these familiars can take many forms, a summoner may only control one type at a time. They can, however, cause their familiars to shift forms and realign as any arcane tool they desire.
Arcane motes are the purest expression of the wizard‘s art. These spheres of shimmering arcane energy slowly orbit their summoner like the planets of the cosmos. Whenever their summoner evokes magic intended to destroy, these orbs rush with the spell in a bombardment of arcane energy, enhancing the spell’s potency.
Servitors are used by mages who need additional helping hands for mundane tasks, such as grabbing ingredients, mixing components and pouring vials in a wizard’s laboratory. These mage hands appear as shimmers of force performing small tasks in the vicinity of their master.
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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