This week we change pace and go for something a little differnet. It's back to D&D, however this time we're going over to Homebrew creatures. This week we're looking at the Living Spellbook - a homebrew D&D Beyond monster (that can be found here) that one of my D&D group sent me. The player said they'd like to come up against it as part of their character's story arc - and looking at the it, I really like it!
Imagine a group of adventurers looting an abandoned magic location - traps were searched and no threats were found. This is where having you could spice things up for your players and throw unexpected enemeies at them. Thee Living Spellbook fits this bill - a seemingly standard non-threat, which turns out packs a really surprsingly strong punch to your players who may see this like a gimick fight (or even a joke!).
Something like this is a good option to keep medium level players on their toes - especally as this living spelbook has a wealth of spells at it's disposal. Another neat thing about the Living Spellbook is that it could easily be scaled up or down depending on your group - either increasing or decreasing it's spells known.
So what special abilities does it actually have?
To start with the basic stats, it has a 72 HP pool - not a lot for a CR 9 opponent, but reasonable considering it's a spellbook. However, it's AC is 18 - sirprisingly high but also makes sense due to it's potential to fly around thr room as a small target. It also has a flying speed of 50ft - good luck catching it!
The book is immune to most conditions, and is immune to force, poison, and psychic damage. In addition, it has resistance to the remaining elements; acid, cold, fire, lighntning and thunder. Lastly, the book is resistance to magical effects, so gains advantages on these saving throws.
It also seems to have a bonus in the Arcana and History stats - results in a +9 to these. I'm not sure at the moment how this could factor in, but if you wanted to make the book sentitent, these bonus would be easily used within a game.
With these attributes alone, the Living Spellbook is already an opponent/ creature I wouldn't have normally thought to place in a game, but it's already easy to see how this book could help or hinder the unwitting player. Is the book a trapped mage's spirit who is seeking help to be broken from their bonds? Is it a cursed item that seeks to bond with individuals that eventually seeks to transfer it's knowledge/ conciousness into players? There's a bunch of potential without needing to think really hard on it! I'm already noting a bunch of ideas down.
So what special abilities/ attributes does it have?
The book has:
- Eschew Materials - meaning it needs no physcial materials to cast it's spells
- False Appearance - allowing it to be indistingushable from a normal book (without detect magic, I imagine!)
- Immutable Form - making it impossible to use magic to change it's current shape, size or form.
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