5e Monsters - Arcane Creatures - The Homebrewery
5e Monsters - Arcane Creatures - The Homebrewery
Animated Spellbook
Medium Construct, lawful neutral
Armor Class 12+(Arcane Armor)
Hit Points 120(16d8+48)
Speed 25 ft., 50 ft. fly(Hover)
STR DEX CON INT WIS CHA
6 (-2)14 (+2)16 (+3)20 (+5)18 (+4)18 (+4)
Saving Throws Dexterity +12, Intelligence +10, Wisdom +9, Charisma +9
Damage Resistances Acid, Bludgeoning, Cold
Damage Immunities Force, Necrotic, Nonmagical damage
Condition Immunities Charmed, Fatigued, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone,
Restrained, Stunned
Skills Arcana +20
General Skills
Senses passive Perception 16
Languages -
Arcane Armor. The spellbook's magical animation grants a powerful enchantment to it's pages. The
spellbook's AC is equal to 12 plus the highest level spell slot it possesses.
Combat Caster. The spellbook may cast any number of spells on it's turn. In addition, it may cast a spell
instead of making an attack of opportunity.
Fluttering Pages. When the spellbook moves, it's paper body decomposes into a cloud of errant pages. This
gives it a +5 armor class when moving, and otherwise acts as though it is under the effects of Gaseous Form
while moving.
Immutable Form. The animated spellbook's form cannot be altered.
Mystic Knowledge. The animated spellbook is automatically aware of creatures with the ability to cast spells
or bearing magical items within 60 feet. If a spellcasting creature is drained of all spell slots and does not
possess cantrips, they are not detected by this ability. For the purposes of detection, no creature who
possesses magical items or the ability to cast spells is considered hidden to the animated spellbook,
regardless of their stealth skill check.
Quick Thinking. The action gained from Haste and similar effects may be utilized as a normal action. In
addition, the spellbook adds it's intelligence modifier to it's dexterity saving throws(Included above).
Thoughts of Magic. The spellbook may maintain concentration on any number of effects. If the spellbook
would lose concentration on one effect due to an outside source, it loses concentration on all effects. In
addition, the minimum DC for a concentration check becomes equal to 10 plus twice the number of effects
being concentrated on.
Spellcasting. The animated spellbook is a 16th level spellcaster. Its spellcasting ability is Intelligence(spell save
DC 18, +10 to hit with spell attacks). The spellbook does not require costly material components, and acts as
it's own arcane spell focus. The spellbook has the following wizard spells prepared:
Cantrips(At Will): Dancing Lights, Mage Hand, Message, Prestidigitation, Sword Burst
1st level(4 slots): Magic Missile, Thunderwave, Shield, Sleep
2nd level(3 slots): Hold Person, Limited Telekinesis(As per Ring of Telekinesis), Scorching Ray, Warding Wind
3rd level(3 slots): Fireball, Haste, Lightning Bolt, Thunder Step, Slow
4th level(3 slots): Dimension Door, Otiluke's Resilient Sphere, Phantasmal Killer, Polymorph
5th level(2 slots): Bigby's Hand, Telekinesis, Synaptic Static
6th level(1 slot): Disentigrate, Tenser's Transformation
7th level(1 slot): Crown of Stars, Delayed Blast Fireball
8th level(1 slot): Abi-Dalzim's Horrid Wilting, Illusory Dragon
Actions
Arcane Theft. While within 60 feet of a creature with the Pact Magic, Spellcasting, Innate Spellcasting, or
similar features, the spellbook may attempt to steal a spell slot from the creature. The target must make a
saving throw, which uses their spellcasting modifier. If they possess multiple sources of spellcasting, they use
the source with the highest ability score. If this saving throw fails, the spellbook steals their highest level spell
slot. If the creature possesses no spell slot, but may cast specific spells(Such as through the Innate
Spellcasting or Mystic Incarnum features), the highest level spell is lost, and the spellbook gainst the ability to
cast the spell itself, as though gaining the Innate Spellcasting feature.
Bonus Actions
Magic Shield. The spellbook may expend any spell slot it possesses. This grants it a number of charges equal
to the spell's level. At the beginning of each turn, the spellbook gains temporary hit points equal to 5 times
the number of charges possessed, which only stack with temporary hit points granted by spells, then loses
one charge.
Reactions
Mystic Hijack. When the animated spellbook witnesses a magical effect being used within 60 feet, the
spellbook may make an intelligence saving throw. The DC is 10+ the spell level of the magical effect, or 10+
1/2
Thingthe creature's hit dice, if not a spell. If the saving throw succeeds, the spellbook steals the effect, and may
control
, it's effects as though they had initiated the effect.
Armor Class ()
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Hit Points (d+)
Speed
STRDEXCONINTWISCHA
(+) (+) (+) (-) (+) ()
Saving Throws
Damage Resistances
Damage Immunities
Condition Immunities
Skills
General Skills
Senses passive Perception 16
Languages -
Actions
Bonus Actions
Reactions
Thing
,
Armor Class ()
Hit Points (d+)
Speed
STRDEXCONINTWISCHA
(+) (+) (+) (-) (+) ()
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Saving Throws
Damage Resistances
Damage Immunities
Condition Immunities
Skills
General Skills
Senses passive Perception 16
Languages -
Actions
Bonus Actions
Reactions
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