```metadata title: Nothic, Advanced Variant description: '' tags: [] systems: - 5e renderer: V3 theme: 5ePHB ``` {{monster,wide,frame ## Nothic, Advanced Variant *Medium Aberration, Neutral Evil* ___ **Armor Class** :: 18 (natural armor) **Hit Points** :: 65 (10d8 + 25) **Speed** :: 30 ft. **Roll Initiative** :: +3 **Proficiency Bonus**:: +3 ___ | STR | DEX | CON | INT | WIS | CHA | |:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| |14 (+2)|16 (+3)|16 (+3)|13 (+1)|10 (+0)|8 (-1)| ___ **Saving Throws** :: Constitution +12, Intelligence +13 **Skills** :: Arcana +3, Insight +4, Perception +2, Stealth +5 **Damage Resistances** :: Magical Damage **Damage Immunities** :: necrotic, poison, psychic **Condition Immunities** :: charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned **Senses** :: Truesight 120 ft., Passive Perception 12 **Languages** :: Telepathy (120ft) **Challenge** :: ?? ### Special Traits **Keen Sight** :: Keen Sight. The nothic has advantage on Wisdom (Perception) checks that rely on sight. **Aberrant Mind** ::. Magic can’t read the nothic’s thoughts or put the nothic to sleep. **Magic Resistance.** :: The nothic has advantage on saving throws against spells and other magical effects. **Wierd Insght** ::. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. ### Actions **Multiattack** :: Multiattack. The nothic makes two claw attacks. : **Claw** Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage. : **Drain Potential** The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Constitution saving throw against this magic or take 22 (4d10) necrotic damage and gain 1 level of exhaustion, half damage on success and no exhaustion. The nothic gains an number of temporary hit points equal to the damage taken. When the target finishes a short or long rest, the target loses every level of exhaustion gained from this attack. : **Devour Magic** The targeted creature must succeed on a DC 18 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gnothic’s next turn. If the object is a charged item, it also loses 1d4 charges. : Determine the affected item randomly, ignoring single-use items such as potions and scrolls. ::: \column **Weird Insight** Weird Insight. The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic’s Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed. ### Reaction A nothic can use it's reaction to absorb a spell that is targeting only it and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy is converted to 10 times the spell level of temporatry hit points. ### Description A nothic is a monstrous creature with terrible talons and a single great eye. Nothics feed on magic from items or spellcasters. A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies’ bones or drain them of magic. : **Corrupted Arcanists.** A magical corruption reduces an arcanist into a creeping, tormented monster, fear and madness and an insatiable hunger for knowledge and arcane power warps their minds and eventaully thier bodies. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can’t quite understand. : **Dark Oracles.** Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge. : **Lurkers in Magical Places.** Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn’t a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets. }}