Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight.
Weird Link. An arch-nothic knows any information gained from another nothic's Weird Insight within 30ft.
Spellcasting: The arch-nothic retains some knowledge of its former life as a mage and can cast the following spells as an 8th level spellcaster. Its spellcasting ability is intelligence (DC 14)
Cantrips (at will): Firebolt, Minor Illusion, Mage Hand
1st Level (4 slots): Magic Missile, Color Spray, Identify
2nd Level (3 slots): Crown of Madness, Spider Climb
3rd Level (3 slots): Counterspell, Lightning Bolt
4th Level (2 slots): Arcane Eye
Multiattack. The nothic makes two claw attacks.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Rotting Gaze. The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.
Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.
Direct Gaze: The arch-nothic can use its reaction to direct up to 2 other nothics to use their reaction to use rotting gaze upon a target creature that has attacked the arch-nothic
Description
A nothic is a monstrous creature with terrible talons and a single great eye. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones. Unlike other nothics, an arch-nothic retains some memory of its former life and possesses an urge to find a cure to its state. They preside over other nothics and direct their actions in the quest to restore themselves. The arch-nothic seeks out knowledge and magical objects for its nothics to retrieve in hopes of unlocking the secret to dispelling their curse. The arch-nothic obsessively works on magical projects, but rarely finishes them often beginning a new project.
Lair and Lair Actions
Arch-nothics reside in their old wizard's towers or research stations. They are drawn to live in the room in which their experiments went wrong and their curse bestowed upon them. The room typically has remnants of half-finished projects and rituals. The arch-nothic typically keeps an assistant nothic or two in its lair to help in its experiments. An arch-nothic encountered in its lair has a challenge rating of 5.
When fighting inside its lair, an arch-nothic can use the ambient magic in the area to take lair actions. On initiative count 20 (losing initiative ties), the arch-nothic takes a lair action to cause one of the effects described below:
- The arch-nothic casts dispel magic, using Intelligence as its spellcasting ability and without expending a spell slot.
- Target creature must succeed a DC 14 Wisdom saving throw or the arch-nothic learns a spell that is known by a creature and can cast it using a spell slot until the end of its next turn.
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Posted Jan 9, 2020Great job converting a really cool monster into a higher CR! I even love the lore you've come up with for it. One note: you can have the spells preview in the text, like this: magic missile. To do it, format it like this: (spell)SPELL NAME(/spell), but replace the ( ) with [ ].