OGC:Living Spellbook (5e Creature)

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This material is published under the OGL


Living Spellbook

Tiny construct, any alignment


Armor Class 18 (natural armor)
Hit Points 72 (16d4 + 32)
Speed 0 ft., fly 50 ft. (hover)


STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 15 (+2) 20 (+5) 16 (+3) 7 (-2)

Saving Throws Str +2, Dex +6, Con +6
Skills Arcana +9, History +9
Damage Resistances acid, cold, fire, lightning, thunder
Damage Immunities force, poison, psychic
Condition Immunities blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned
Senses , blindsight 120 ft. (blind beyond this radius),passive Perception 13
Languages any five, telepathy 60 ft.
Challenge 9 (5,000 XP)


Antimagic Susceptibility. The living spellbook is incapacitated while in the area of an antimagic field. Unlike other animated objects, it is not adversely affected by dispel magic.

Eschew Materials. The living spellbook requires no material components for spellcasting.

False Appearance. While the living spellbook remains motionless, it is indistinguishable from a normal book.

Immutable Form. The living spellbook is immune to any spell or effect that would alter its form.

Magic Resistance. The living spellbook has advantage on saving throws against spells and other magical effects.

Spellcasting. The living spellbook is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The living spellbook has the following wizard spells prepared:

Cantrips (at will): chill touch, mage hand, mending, minor illusion, poison spray
1st level (4 slots): magic missile, ray of sickness, shield, thunderwave
2nd level (3 slots): mirror image, misty step, scorching ray
3rd level (3 slots): counterspell, fireball, hypnotic pattern
4th level (3 slots): banishment, evard's black tentacles, polymorph
5th level (2 slots): animate objects, cone of cold
6th level (1 slots): disintegrate
7th level (1 slots): arcane sword

ACTIONS

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.


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An ancient volume hovers in the air, its pages turning on their own volition and glowing with magical sigils.
Sentient Wizardly Tomes. The origins of the living spellbook are as mysterious and varied as the art of magic itself. Sometimes, upon death, an archmage’s spirit merges with the spellbook and gives it a semblance of life; sometimes, it animates due to a transmutation spell gone awry; sometimes, it does so as a result of a meticulously prepared arcane ritual.
Freed and Bound by Magic. The living spellbook takes after its owner in many ways, mimicking his or her personality, speech patterns, mannerisms, and alignment. Some living spellbooks accidentally come into being as twisted mockeries of their wizard owners, murdering them and adopting their identity. Despite having free wills, they feel bound to their places of creation (usually a wizard’s study) and rarely venture far away from them, even if they have rebelled against their masters.
Constructed Nature. A living spellbook doesn’t require air, food, drink, or sleep. The magic that animates the living spellbook is dispelled when it drops to 0 hit points, at which point it becomes a regular, inanimate spellbook once again.




Back to Open Game ContentCreaturesCR 9Construct Type


Back to Main PagePublication ListPublishersEN WorldEN Publishing

Section 15: Copyright Notice (Padlock.pngplace problems on the discussion page).
Stop hand.png Living Spellbook from EN Publishing, © 2016, EN World; Author Various Authors, based on original material by EN Publishing. It is covered by the Open Game License v1.0a, rather than the GNU Free Documentation License 1.3. To distinguish it, these items will have this notice. If you see any page that contains Open Game License v1.0a material and does not show this license statement, please contact an admin so that this license statement can be added. It is our intent to work within this license in good faith.
EN Publishing Transcribed Content
EN Publishing
Races Faun (5e Race)Gremlin (5e Race)Spriggan (5e Race)
Classes Alchemist (5e Class)Cardcaster (5e Class)Diabolist (5e Class)Feywalker (5e Class)Noble (5e Class)Occultist (5e Class)
Character Options Alchemist's Apprentice (5e Background)Bloodkeeper's Barricade (5e Background)Epitheos Monastery (5e Background)
Feats Abyssal Hide (5e Feat)Alchemical Artillerist (5e Feat)Astrologer (5e Feat)Balor Wings (5e Feat)Bloodkeeper Arts (5e Feat)Cardshark (5e Feat)Cartomancy (5e Feat)Chosen of Fortune (5e Feat)Cosmic Ritualist (5e Feat)Couatl Crest (5e Feat)Deva Wings (5e Feat)Devil’s Arm (5e Feat)Dretch Belch (5e Feat)Expeditious Alchemy (5e Feat)Greased Lightning (5e Feat)Holy Drive (5e Feat)Imp’s Eye (5e Feat)Infernal Horns (5e Feat)Infernal Mask (5e Feat)Intuitive Diviner (5e Feat)Metaknowledge (5e Feat)Mounted Musketeer (5e Feat)Pernicious Poisoner (5e Feat)Planetar Visage (5e Feat)Solar Gaze (5e Feat)Soul of Light (5e Feat)Swordsaint (5e Feat)Unicorn Horn (5e Feat)Vrock Feathers (5e Feat)
Equipment Alchemical Torch (5e Equipment)Ammunition, Bullet (50) (5e Equipment)Ammunition, Fire Arrow/Bolt (20) (5e Equipment)Ammunition, Rounds (20) (5e Equipment)Ammunition, Shot (20) (5e Equipment)Barrel Chain Rifle (5e Equipment)Blunderbuss (5e Equipment)Carbine (5e Equipment)Elephant Gun (5e Equipment)Elephant Pistol (5e Equipment)Facemold Paste (5e Equipment)Fire Lance (5e Equipment)Flintlock Revolver (5e Equipment)Glacial Effector (5e Equipment)Gun Cane (5e Equipment)Gun Kit (5e Equipment)Gun Shield (5e Equipment)Hand Blunderbuss (5e Equipment)Hand Cannon (5e Equipment)Harmonica Pistol (5e Equipment)Harmonica Rifle (5e Equipment)Harquebus (5e Equipment)Harquebus Hybrid (5e Equipment)Hexagonal Rifle (5e Equipment)Hybrid Pistol (5e Equipment)King's Walking Staff (5e Equipment)Lead Ingot (5e Equipment)Lever Action Carbine (5e Equipment)Lever Action Pistol (5e Equipment)Matchlock Musket (5e Equipment)Matchlock Pistol (5e Equipment)Midnight Dust (5e Equipment)Musket (5e Equipment)Needle Rifle (5e Equipment)Pepperbox Pistol (5e Equipment)Pepperbox Rifle (5e Equipment)Pistol (5e Equipment)Pocket Pistol (5e Equipment)Powder Flask (5e Equipment)Repeating Flintlock Pistol (5e Equipment)Rest (5e Equipment)Revolver (5e Equipment)Revolving Blunderbuss (5e Equipment)Revolving Carbine (5e Equipment)Revolving Rifle (5e Equipment)Rifle (5e Equipment)Rotating Revolver (5e Equipment)Saber (5e Equipment)Smoke Bomb (5e Equipment)Sparksprig (5e Equipment)Triangular Bayonet (5e Equipment)Turret Pistol (5e Equipment)Turret Rifle (5e Equipment)Volley Musket (5e Equipment)Volley Pistol (5e Equipment)
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Spells Astromancy (5e Spell)Conjure Deep Abomination (5e Spell)Dreaming Tide (5e Spell)Drowning (5e Spell)Eclipse (5e Spell)Herculean Force (5e Spell)Putrefy Food (5e Spell)Universal Potion (5e Spell)
Variant Rules Capacity (5e Variant Rule)Chain Fire (5e Variant Rule)Double-Action (5e Variant Rule)Experimenting and Grafting (5e Variant Rule)Firearm Customization (5e Variant Rule)Loud (5e Variant Rule)Match Loading (5e Variant Rule)Misalignment (5e Variant Rule)Misfire (5e Variant Rule)Rest (5e Variant Rule)Shot (5e Variant Rule)Turret Chain Fire (5e Variant Rule)Unwieldy (5e Variant Rule)Volley (5e Variant Rule)
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