Drift: Float or submerge 10' above or below the surface of water.
Antimagic Dome: The Drifter has advantage on saving throws against spells and spell attacks against the creature are made at disadvantage. If the Drifter makes the save or the attack misses some of the spell's energy is converted to a burst of destructive force. Creatures within 10' of the Drifter must make a DC 12 Constitution saving throw taking 1d6 force damage per level of the spell cast on a failed save.
Activate Magic: If a creature comes within 15' of the creature there is a 20% chance that any carried/worn magic item is activated. If activated d4 roll determines effect (DM's discretion to make it applicable)
- Magic effect goes off centered on the item.
- Item loses a charge but no immediate effect.
- Item becomes non-magical for 2 hours.
- Item glows with bright blue light for the next 2 hours
Go Out with a Bang: When the Drifter is reduced to 0 hit points its buoyancy sacks explode. If the creature is at or above the surface a cloud of poisonous gas is created in a 10' radius around the creature and anyone within the area must make a DC 11 Constitution saving throw or be poisoned until the end of their next turn.
Multiattack: The Drifter makes 3 tentacle attacks.
Tentacle - Melee Weapon Attack: +3 to hit, reach 20 ft., 1 target. Hit: (2d6 + 4) piercing damage.
Description
Jellyfish with long tentacles that float in the area 10' above or below the surface of water They control their buoyancy with sacks of air under the canopy that burst into a cloud of poisonous gas when they hot zero hit points.
Drifters are attracted to and feed on magical energy. They sense magic and slowly drift toward it. If a Drifter attaches to a magical item it will drain the magic from it after 1d10 rounds if the item is not recovered.
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