Arcane Helix - AI-generated fantasy Monster

Arcane Helix

The Arcane Helix was originally a byproduct of botched transmutation experiments at the Arcanum Peak. Realizing its utility, the faculty refined the entity into a guardian for the Sublimation Chamber. It serves as the ultimate test of a graduate: can they defeat a foe that grows stronger with every spell they cast?

LargeConstruct(Living Spell)CR HardUnaligned

Arcane Helix

arcanepredatoryserpentanimated
HP110AC17SPD40 ft. fly (hover), 40 ft. slitherCRHardStealthPerception
STR
14
DEX
20
save
CON
16
INT
6
WIS
14
CHA
18
save
Arcane Scent. The Helix can pinpoint the location of any creature within 120 feet that has unexpended spell slots or is currently concentrating on a spell.
Spell Consumption. Whenever a spell is cast within 60 feet of the Helix, it regains hit points equal to 3 times the level of the spell cast. This occurs regardless of whether the Helix is the target of the spell.
Magic Resistance. The Helix has advantage on saving throws against spells and other magical effects.
Amorphous Form. The Helix can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The Helix makes two Siphon Bite attacks.
Siphon Bite. Melee Weapon Attack: to hit, reach 10 ft., one target. Hit: 16 () force damage. If the target is a creature with spell slots, it must succeed on a Charisma saving throw. On a failure, the creature loses its lowest-level unexpended spell slot, and the Helix regains 15 hit points. If the target has no spell slots, it instead takes an additional 10 () force damage.
Phase Dash (Recharge 5-6). The Helix moves up to its speed in a straight line. During this movement, it can move through other creatures. Each creature it moves through must make a Dexterity saving throw, taking 31 () lightning damage on a failed save, or half as much on a successful one.
Flicker Step. When the Helix takes damage from a source it can see, it can teleport up to 20 feet to an unoccupied space it can see.
Stalking Coil. The Helix moves up to its speed without provoking opportunity attacks and uses the Hide action.
Draining Hiss. One creature within 30 feet concentrated on a spell must succeed on a Constitution saving throw or lose concentration.
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