Arcane (5e Creature)
Arcane
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Large humanoid, lawful neutral Armor Class 16 (chain mail)
Saving Throws Int +9, Cha +7 Innate Spellcasting. The arcane's innate spellcasting ability is intelligence (spell save DC 16). The arcane can innately cast the following spells, requiring no material components: At will: vicious mockery ACTIONSMultiattack. The arcane makes two attacks. Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
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For creatures of their size, the arcane are noticeably weak and non-combative. They can defend themselves when called upon, but prefer to talk and/or buy themselves out of dangerous situations. If entering an area that is potentially dangerous (like most human cities), the arcane hires a group of adventurers as an entourage. Society. Nothing is known about the arcane's origins; they come and go as they please, and are found throughout the known worlds. When they travel, they do so on the ships and vehicles of other races. Finding such ships with arcane aboard is rare, and it is suspected that the arcane have another way of travelling over long distances. Ecology. It is not known what arcane do with the gold, gems, and magic they collect. One theory says they need the items for reproduction (the basis for a large number of bawdy arcane jokes), while another links it to the production and acquisition of more magical items. The arcane seem sexless. No young arcane have been reported, and the arcane keep their own counsel. |
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