Arcanamite
2014Small monstrosity, unaligned
Armor Class 15
Hit Points 27 ()
Speed 30 ft., climb 30 ft.
Initiative
Skills Perception +3, Stealth +4
Damage Vulnerabilities bludgeoning
Senses darkvision 60 ft., passive Perception 13
Languages -
Challenge 1 (200 XP)
Magic Scent. The arcanamite can pinpoint, by scent, the location of a creature that can cast spells within 60 feet of it.
Reflective Carapace. Any time the arcanamite is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a . On a 1 to 5, the arcanamite is unaffected. On a 6, the arcanamite is unaffected, and the effect is reflected back at the caster as though it originated from the arcanamite, turning the caster into the target.
Actions
Bite. Melee Weapon Attack: , reach 5ft., one target. Hit piercing damage, and the arcanamite can attach itself to the target. The arcanamite can be removed if a creature takes an action and succeeds on a DC 15 Strength check against it. The arcanamite detaches if it takes fire damage. Until the arcanamite detaches, it can't bite another target.
Leech Magic. If the arcanamite is attached to a creature with spell slots, roll a . The target loses a spell slot of that level, or the next highest level if it has no spell slots of that level. If the arcanamite has leeched a number of spell slots with a combined level of 8 or more, it detaches from the creature. A ARCANAMITE Beast of Ill Omen A wolf-like creature with black fur, a long tail and big thin ears, flowing fur in its paws, and huge black feathers on top of his tail. These beasts are chaotic beings, with the power to bring misfortune to anyone who gets near them. These creatures are known for its power to leave a path of accidents, bad luck, misfortune and random mischief, and they are always hunted from a distance to avoid step on its bad luck aura for getting too close to the beast. 5