Magicarpals are dangerous and sorcerous creatures, with quite worrisome innate magical power. Each is unique and gifted with different powers, and prone to attacking foes without provocation. They are odd semi-humanoid figures that seem made of a pair of hands, joined at the wrist, with a spindly pair of legs.
Magicarpal Small Fey, Neutral Evil Armour Class 14 Hit Points: 3 (1d6-1) Speed: 20ft., fly 40ft. Str 11 (+0); Dex 18 (+4); Con 8 (-1); Int 10 (+0); Wis 13 (+1); Cha 16 (+3) Skills Perception +2, Spellcraft +2, Stealth +6 Senses Detect Magic Challenge 1 (200 xp) Detect Magic. Magicarpals can Detect Magic at will, and often seek out people with magical protections or items, to try to take those from them. Sorcerous Power. As a bonus action, the Magicarpal can cast a random cantrip from the list. 1- Acid splash. 2- Blade ward. 3- Fire bolt. 4- Friends. 5- Poison Spray. 6- Shocking Grasp. Actions Grasp. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 1 (1d3) bludgeoning damage. Spell. The Magicarpal can cast one spell from the Sorcerer or Warlock (choose which spell list for each Magicarpal) spell list, rolling 1d3 to determine the level of the spell. Once they cast the spell, they cannot cast a different spell until they have completed a long rest, except using their Sorcerous Power ability. More powerful Magicarpals are rumoured to have access to even more powerful spells, some even protected by multiple spells at once. Also posted on Game Masters Stash on 15 October 2020. Comments are closed.
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