Medium Monstrosity
Armor Class 16 Natural
Hit Points 138 (25d8)
Speed 30 ft.
STR
16 (+3)
DEX
8 (-1)
CON
16 (+3)
INT
5 (-3)
WIS
10 (+0)
CHA
1 (-5)
Damage Resistances Damage from Spells
Senses Unknown Magical Vision up to 120ft, Passive Perception 1
Languages --
Challenge 6 (2,300 XP)
Proficiency Bonus +3
Traits

Multi Attack: This Creature can attack twice.

Superior Magic Detection. This creature can see magic through most terrain up to 120ft (exception being 1 inch of solid metal)with detail decreasing the further the distance.  It is entirely blind otherwise. (Passive Perception 18 only towards magical sources)

Magic Minded. If it uses its "Magic Hunter" bonus action and cannot find a source of magic. It will use its next Action possible to spend its entire turn not moving and searching within its vision range for any source of magic (Perception Check). If none is found and it is not attacked during this turn. It will lose interest and begin wandering the dungeon in search of the magical source that initially attracted it. The players will be outside of its radius of vision in 10 minutes.

Satiated. Once the creature has eaten enough magical energy it will become non aggressive and attempt to leave combat. If allowed it will no longer hunt for 1 month. (Variations will have alternate times). DM Guide, Either decide once its consumed enough spell slots totaling 8 (ie. 8 lvl1 spells, 2 level 4s or any combination). Or use the ruling for converting sorcery points into spell slots in reverse to determine a total amount of points.

Actions

Action Melee Attack. Melee Attack: +6 to hit, reach 5 ft., 1 target. Hit: 3d8+3 [bludgeoning] damage. If the target is a creature with a magical source, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Thumper can't use its arms on another target

Consume Magic. +4 to hit, reach 5ft. The creature will bring its "mouth" near a magical source and begin to absorb magical energy. It will consume 1 spell slot of 1d4 level per turn (starting with the highest level). If the target is a creature they will also take spell level+10 points of damage. This attack rolls with advantage if a target is grappled.

If the target is a magical item it will drain its magical energy completely with the spell level being treated according to its rarity. 

  • Common=1st Level
  • Uncommon=3rd Level
  • Rare=5th Level
  • Very Rare=7th Level
  • Legendary=9th Level
Bonus Actions

Magic Hunter. If a creature or item with magical energy it can detect is within vision it will move 15ft directly in its direction (regardless of terrain), prioritizing the closest instance.

Reactions

Block Magic. The creature uses its reaction to move a hand to block a magical spell upwards of 1st level.

Legendary Actions

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 Actions

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

Rarely encountered within the deeper reaches of ancient dungeons.

A monstrosity with several thin armlike appendages it uses to move, a large bulbous "head" but no notable mouth nor eyes which feeds off magical energy. Some say it is akin to an octopus made of flesh and human limbs. Its body is partially resistant to magical attacks.

This being is found to have the capability of detecting magical energy through terrain up to 120ft, the only exception seeming to be metal at least 1 inch thick. Outside of this magical vision though the creature is entirely blind. If it does not detect magic it will remain still unless hungry, in which it will begin moving slowly. Groping the ground carefully with its arms and with limbs outstretched as to avoid colliding with walls. If it detects magic it will begin moving more quickly in relation to its hunger. Most of the time many are found in a severely hungry state where they will forgo their careful movement and behind rapidly moving through hallways with reckless abandon which is where it received its namesake as adventurers could hear the creature thumping through the halls as it attempts to make its way towards a source of magic. Once it reaches a source of magic it will attempt to grapple it with its many arms and bring it towards a center point where its limbs converge. Its "hands" seem to have the ability to absorb magic to a certain degree but this absorption ability is most powerful at this "mouth". With magic items becoming temporarily inert if "eaten" and those with magical capabilities losing a notable amount of magical power depending on how long they have been held. 

Most will only feed up to a certain point after which they will then leave the now likely drained item/individual on the ground and retreat to find a location to rest. Those that have been starved for long periods of time may take items or individuals back to a home location and continually feed on them until the item permanently loses its ability to hold magic or the individual expires.

Some variants seem to have discovered magical items powerful enough to keep them permanently sustained. These seem to be mostly docile if found, even to those with magical capabilities as they have no need for other sources. Notable that they seem to be "full" the arms more muscular and moving through dungeon halls with more confidence, likely having learned the layout over time. Though they also seem to not move beyond a set territory. Though they are fiercely defensive of their magical item, if anyone is found attempting to take it from them they will attack ferociously. Rumor has it an adventurer was able to "trade" with one of these by offering an item of similar power while taking the other off its body. This claim cannot be verified.

Lastly there is a variant with only one known record from a survivor with little detail. All that is known is that it seems to have enough intelligence to use powerful magical items as a lure for others who carry magical items. After which it will attack quickly and ferociously, notably with lethal intent. Only taking the magical items once it could no longer feel battle around it. 

 

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.

Monster Tags: monstrosity

TheYellingMute

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