Afilate (5e Creature)

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Afilate[edit]

Small aberration, unaligned


Armor Class 18 (natural armor)
Hit Points 13 (3d6+6)
Speed 30ft, climb 30ft


STR DEX CON INT WIS CHA
8 (-1) 16 (+3) 15 (+2) 3 (-4) 12 (+1) 6 (-2)

Skills Perception +2, Stealth +6
Damage Resistances bludgeoning, piercing and slashing from magical attacks and spell damage
Condition Immunities blinded, charmed, petrified, poisoned
Senses Blindsight 120ft (Blind Beyond This Radius), passive Perception 12
Languages none
Challenge 3 (700 XP)


Antimagic Weapon. The afilate's weapon attacks are magical, and ignore AC bonuses from spells such as Mage Armor or Shield.

Magic Resistance. The afilate has advantage on saving throws against spells and other magical effects.

Nimble Escape. The afilate can take the disengage action or hide action as a bonus action on each of its turns.

Pack Tactics. The afilate has advantage on an attack roll against a creature if at least one of the afilate's allies is within 5ft of the afilate.

Sense Magic. The afilate senses magic within 120ft of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

ACTIONS

Multiattack. The afilate makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) piercing damage. If the target has spell slots, it must succeed on a DC 14 saving throw or lose 1d4 spell slots. The type of save is determined by the target's spellcasting ability. Roll a d8. The target then loses spell slots of that level. If they have no spell slots of that level remaining, and spell slots must still be absorbed, they are taken from the next highest available slots. The afilate regains hit points equal to twice the combined level of spell slots lost (ex. 2 1st level spells + 1 2nd level spell + 1 3rd level spell = 7 * 2 = 14). If a target loses all of their spell slots this way, the target loses their ability to cast spells until they are cured with a lesser restoration spell.

Afilate Abomination

Medium aberration, unaligned


Armor Class 22 (natural armor)
Hit Points 111 ((13d8+39))
Speed 30ft, climb 30ft


STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 17 (+3) 7 (-2) 14 (+2) 7 (-2)

Skills Perception +5, Stealth +8
Damage Resistances bludgeoning, piercing and slashing from magical attacks and spell damage
Condition Immunities blinded, charmed, petrified, poisoned
Senses Blindsight 120ft (Blind Beyond This Radius), passive Perception 13
Languages none
Challenge 9 (5000 XP)


Antimagic Weapon. The afilate abomination's weapon attacks are magical and ignore AC bonuses from spells such as Mage Armor or Shield.

Magic Resistance. The afilate abomination has advantage on saving throws against spells and other magical effects.

Sense Magic. The afilate abomination senses magic within 120ft of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.

Gaping Maw. After consuming 1d8 spell slots, the afilate abomination will open its true mouth. Upon a spell failing to hit or effect the afilate abomination, it will absorb the energy of the spell. It will regain hit points equal to the spells level plus 2d12 (Cantrips are considered lv 0). The afilate will also be able to utilize its tentacle attack. Unless more magic is consumed from another creature, the afilate abomination's true moth will close after 1 minute.

ACTIONS

Multiattack. The afilate abomination makes two claw attacks and one bite attack

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) piercing damage. If the target has spell slots, it must succeed on a DC 16 saving throw or lose 1d6 spell slots. The type of save is determined by the target's spellcasting ability. The expended spell slots are of the highest levels the target has available. The afilate abomination regains hit points equal to twice the combined level of spell slots lost (ex. 2 1st level spells + 1 2nd level spell + 1 3rd level spell = 7 * 2 = 14). If a target loses all of their spell slots this way, the target loses their ability to cast spells until they are cured with a lesser restoration spell.

Claws. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.

Tentacles (Only when the true mouth is open). Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Wisdom saving throw or be stunned until this grapple ends. Only one target may be grappled at a time

Consume. The afilate abomination may use its action to consume the creature it has grappled completely as it is pulled into the afilate abominations true mouth. While inside the afilate abomination, the creature is incapacitated. There is no limit to how many creatures the afilate abomination may have consumed at one time. After 1d4 minutes, the afilate abomination may use its action to regurgitate the creature, now encased in a crystalline shell. If the afilate abomination perishes, all consumed creatures may use 5 ft. movement speed to leave the afilate abomination's true mouth.

Ear-piercing Shriek (Recharge 5-6). The afilate abomination emits an ear-piercing shriek affecting any creatures in a 40ft excluding and afilates under the afilate abomination's control. Each creature in that radius must succeed a DC 16 Constitution saving throw or take 22 (4d8 + 4) thunder damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Afilates are small quadrupedal creatures that feed of magic. They have iron skin plating with exposed flesh visible in between the plates. They have no facial features except for a single circular mouth with many rows of teeth. Upon attacking a creature capable of casting spells, the target will lose the ability to cast spells of any kind. During combat, an afilate will activity target any spellcasters before retreating, preferring not to waste its time and energy will non-magical beings. Afilates will gather into small packs to hunt their prey. They are believed to have originated from twisted mind flayers in an attempt to wipe away all magic.

When it consumes magic, the energy it takes forms into ruby-colored crystalline growths all over the afilates body in stark contrast with its outer grey shell. When these growths grow too big, they will fall, of the afilate which it will collect. After collecting a certain number of growths, the afilate will shed its metal exoskeleton and merge both the shell and the growths into two separate bracelets. The naked afilate will then place the bracelets in a place where a humanoid will come across it before finding a place to die. Upon death, the afilate's body will quickly begin to decay and dissolve. These bracelets are used in the reproduction of more afilates. When worn by a female, it will cause a pregnancy where the female will produce multiple large metal spheres. The sphere will uncurl itself revealing it to be an afilate which will quickly grow and mature over a few hours.

Variant: Afilate Sickness. Sometimes, an afilate may become too bloated with magic and magical growths which have failed to fall off. These afilates have the following changes to them:

  • Dexterity -8
  • Walking/Climbing Speed of 25ft
  • Death Burst: When the afilate reaches 0 hit points, the magical growths on its body will explode and send out a wave of magical energy. Every creature in a 10ft radius must make a DC 14 Dexterity saving throw or take 14 (4d6) force damage and become infected with Afilate Sickness. On a success the creature takes half damage and is not infected.

If a creature is infected with Afilate Sickness, they gain the ability to absorb magic and can detect magic in a certain radius. Absorbed magic is also turned into ruby-colored growths all over the creature's body. These growths prevent the creature from wearing heavy armor. They gain the following abilities:

  • Magic Resistance. You have advantage on saving throws against spells and other magical effects.
  • Sense Magic. You can sense magic within 120ft of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
  • Magical Absorbtion. Upon a spell failing to hit or affect you or a creature within 10ft of you, you will absorb the energy of the spell. You will regain hit points equal to the level of the spell plus 1d6 (Cantrips are considered lv 0). You will also absorb energy equal to lv 1 spells every 24 hours from the natural magic present in the world.

After absorbing a number of spell levels equal to 3d8 (ex. 2 1st level spells + 4 2nd level spells + 1 3rd level spell = 13), you must make a DC 11 Wisdom saving throw. On a success, nothing happens and you must repeat the saving throw during your next long rest with a +2 to the DC. The DC will reset on a failure. On a failure, you will be taken over by primal instincts and be compelled to seek out the nearest source of magic. Upon finding a creature with an affinity for spellcasting (excluding innate spellcasting), you will attempt to feed off their magic. The target must succeed on a DC 12 Wisdom saving throw, or take 11 (2d10) force damage. Also, on a failure, the target loses their affinity to cast spells until they are cured with a greater restoration spell. Upon feeding, you will regain your sense of control with no memory of what happened. You must repeat the saving throw during your next long rest, with the same effects occurring for failures and successes.

Upon three failed saving throws, you will transform into an afilate abomination. All of your facial features will recede into your head except for your mouth which will grow multiple rows of sharp teeth. Your fingers will grow into sharp claws and your skin will harden into a grey steel exoskeleton, with the only exposed flesh being present at your joints. Along with that, you will grow a tail, multiple horns will grow all over your head and small fleshy tendrils will push between the openings in your exoskeleton all along your back. You will then be taken over with primal instincts and the need to sate your endless hunger. Before transforming, you may be cured with a remove curse spell cast at 5th level or higher. After transforming, your original form may be restored with a wish spell or similar effect

Upon absorbing another creature's affinity for magic, a large cavity will open on the afilate abominations torso revealing multiple fleshy tendrils and a large capping mouth with hundreds of teeth, a seemingly endless abyss. When its true mouth is open, it can absorb spells and consume other creatures. It requires a lot of energy to keep its true mouth open and must close it after a short amount of time. After retreating to its lair, the afilate abomination will regurgitate any consumed creatures, now encased in a red crystalline chrysalis similar to the red magical growths a normal afilate would produce. A creature in this state can be freed with a remove curse spell. Over time, the afilate abomination will feed off the innate magic within these creatures, eventually draining even their soul from there bodies. But this process will be slow and happen over the course of many weeks. Near the end, the creature will appear completely drained and will have greatly decreased in size. The body will then transform into an afilate under the afilate abomination's control. Note that these afilate have similar deformities as the afilate abomination and are unable to reproduce.



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