Afilate (5e Creature)
Afilate
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Small aberration, unaligned Armor Class 18 (natural armor)
Skills Perception +3, Stealth +7 Antimagic Weapons. 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. Pack Tactics. The afilate has advantage on an attack roll against a creature if at least one of the afilate's allies is within 5 feet of the creature and the ally isn't incapacitated. Sense Magic. The afilate senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical. ACTIONSBite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage. If the target has spell slots, the afilate regains hit points equal to twice the level of the highest level spell slot available to the target and the target must succeed on a DC 11 Wisdom saving throw or be unable to cast any spells of 1st level or higher until the start of its next turn. BONUS ACTIONSNimble Escape. The afilate takes the Disengage or Hide action.
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Afilates are small quadrupedal creatures that feed on 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 temporarily lose the ability to cast spells of any kind. During combat, an afilate will actively target any spellcasters before retreating, preferring not to waste its time and energy with 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. Variant: Afilate SicknessSometimes, an afilate may become too bloated with magic and magical growths which have failed to fall off. An afilate with afilate sickness has the following traits. Creatures infected with afilate sickness are referred to as afilate sickened, and they gain the ability to absorb magic and can detect magic in a certain radius. Absorbed magic is also turned into afilate rubies, which grow upon the creature's body much like with true afilates, but an afilate sickened can have no more than three. One afilate ruby can be removed if the afilate sickened is subjected to a remove curse spell or similar magic. An afilate sickened has the following traits. |
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