Tiny elemental, outsider, unaligned
Armor Class: 17
Hit Points: 39 (6d8+12)
Speed:
, fly: 30 ft
Damage Vulnerabilities: Radiant
Damage Resistances: acid, cold, fire, lightning, psychic, thunder; bludgeoning, piercing, and slashing from magical attacks.
Damage Immunities: Poison, Necrotic, Force
Condition Immunities: blinded, deafened, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
Senses: Blindsight 60ft., Passive Perception 10
Languages: None
Challenge Rating: 2
A Magic Anomaly has an innate spell casting ability of 12, and casts spells in an unusual manner. It can cast Chaos Bolt and a weakened Disintegrate at will, but must charge itself with the appropriate amount of magic before it can do so, glowing brightly during the turns it is charging.
At will: Chaos Bolt
Level: 1
Casting time: 1 Action (charge for 1 round)
Range: 120 feet
Duration: Instantaneous
You hurl an undulating, warbling mass of chaotic energy at one creature in range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 + 1d6 damage. Choose one of the d8s. The number rolled on that die determines the attacks damage type, as shown below.
| d8 |
Damage Type |
| 1 |
Acid |
| 2 |
Cold |
| 3 |
Fire |
| 4 |
Force |
| 5 |
Lightning |
| 6 |
Poison |
| 7 |
Psychic |
| 8 |
Thunder |
If you roll the same number on both d8s, the chaotic energy leaps from the target to a different creature of your choice within 30 feet of it. Make a new attack roll against the new target, and make a new damage roll, which could cause the chaotic energy to leap again. A creature can be targeted only once by each casting of this spell.
Disintegrate (Weakened)
Casting Time: 1 action (Charge for 3 rounds)
Range: 60 feet
Duration: Instantaneous
A thin green ray springs out to a target that you can see within range. The target can be a creature, an object, or a creation of magical force, such as the wall created by wall of force. A creature targeted by this spell must make a Dexterity saving throw. On a failed save, the target takes 4d6 + 10 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. A disintegrated creature and everything it is wearing and carrying, except magic items, are reduced to a pile of fine gray dust. The creature can be restored to life only by means of a true resurrection or a wish spell. This spell automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this spell disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.
Death Burst: Upon death, the Magic Anomaly explodes in a 10 foot radius. All creatures within this area must make a DC 12 Dex save, taking 2d6 force damage on a failed save and half as much damage on a successful save.
Illumination: The Magic Anomaly sheds bright light in a 10-foot radius and dim light for an additional 10 ft.
Magical Absorption: When hit with a magical item or spell, the Magic Anomaly has a 50% chance of absorbing the magic. Spells grant points equal to the spell level they were cast at, with Cantrips and enchanted items granting 1/2 points. If the Magic Anomaly absorbs 10 points within one encounter, it will shift into an Abomination.
Recharge: After casting a spell, the Magic Anomaly cannot absorb magic for 1d4 rounds.
Magical Structure: Any antimagic effects or dispel cast on on this creature deals damage equal to the caster level of the creature that used the spell.
Actions
Pulse: Melee Spell Attack: +6 to hit, reach 5 ft., 6 targets. Hit: (1d6+3) force damage. Targets must make a DC 12 Strength save. On a failed save, they are pushed 5 feet away from the Magic Anomaly.
Touch: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: (1d6+1) necrotic damage.
These creatures are accidental anomalies that appear as small orbs of dim light, shifting with the various magical elements inside of a shimmering white fog. They are between 2 and 6 inches in circumference, depending on how much magic it has managed to absorb. A Magic Anomaly happens when a large amount of magic remains stagnant in one place. Such places often are areas where magical traps are set for long periods of time, enchanted items are stored, and other places in which magic is purposefully gathered for any reason. These creatures are mindless, driven by the instinctive desire to accumulate more magical energy. While rare, a magic anomaly is often taken with harsh seriousness by mages as if left unchecked they can become Abominations, and create large amounts of destruction.