Arcanamite

Tiny construct, unaligned

Armor Class 12

12 Hit Points 22 (5d4 + 10)

22 (5d4 + 10) Speed 30 ft.

STR DEX CON INT WIS CHA 7 (-2) 15 (+2) 15 (+2) 2 (-4) 12 (+1) 6 (-2)

Skills Perception +3, Stealth +4

Perception +3, Stealth +4 Damage Vulnerabilities bludgeoning

bludgeoning Damage Immunities magical damage that isn’t bludgeoning or force

magical damage that isn’t bludgeoning or force Senses darkvision 60 ft., passive Perception 13

darkvision 60 ft., passive Perception 13 Languages —

— Challenge 1/4 (50 XP)

Magic Scent. The arcanamite can pinpoint, by scent, the location of any creature within 60 feet of it that can cast at least one spell.

Magic Absorption. Whenever the arcanamite is subjected to any magical damage other than force or bludgeoning damage, it takes no damage and instead regains a number of hit points equal to the magical damage dealt.

Pack Tactics. The arcanamite has advantage on an attack roll against a creature if at least one of the arcanamite's allies is within 5 ft. of the creature and the ally isn't incapacitated.

Spider Climb. The arcanamite can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Drain Magic. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the arcanamite can attach to the target. While attached, the arcanamite doesn't attack. Instead, at the start of each of the arcanamite's turns, the target loses their highest-level unused spell slot of 4th-level or lower as if they had cast a spell of that level. They recover the spell slots lost this way as they would normally.

The arcanamite can detach itself by spending 5 feet of its movement. It does so after it drains spell slots with a combined level of 8 or more, the target dies, or the target has no unused spell slots of 4th-level or lower. A creature, including the target, can use its action to detach the arcanamite.