Multiattack:The Magehunter makes three attacks, two with its fists and one with its armblade. Or, one attack with it's Evoking Beam. Fist: Melee Weapon Attack, +5 to hit, reach 5ft., one target. Hit 8 (1d6 + 5) Bludgeoning 1d6+5 Armblade: Melee Weapon Attack, +7 to hit, reach 5ft., one target. Hit 15 (2d8 + 5) Slashing 2d8+5 Evoking Beam: Ranged Weapon Attack, +4 to hit, range 30/60ft., one target. Hit 12 (2d10) Radiant. 2d10 (Recharge 5-6, or after a successful Arcane Vacuum)
Arcane Vacuum: As a Reaction when a spell is cast, the Magehunter's facial plate slides back revealing a blackened crystal with an infinite void within, the spell is drawn into the crystal and its effects are lost. When a spell is cast the Magehunter may expend a Reaction to attempt to catch the spell. If the Magehunter is the sole target of this spell it must make a Dexterity Check contested by the Casters attack roll to hit the Magehunter, and it captures the spell on a success. If the Magehunter is not the target of the spell they must make a Wisdom Check rather than Dexterity, capturing the spell on a success. When a spell is captured, it has no effect and the caster does not regain the expended spell slot. The Magehunter can only capture spells that target a single creature such as Ray of Frost, Witch Bolt, etc. and The Magehunter cannot capture spells above fourth level. (Recharge 6)
Feared throughout the kingdoms, these constructs of enchanted wood and metal were built for the sole purpose of wiping out dangerous practicers of the Arcane, with all the tools it needs to counteract and kill those that abuse their power or prove a threat to the people.
City