Yilarith skulk in large cities or other places with many spellcasters, searching for their next prey. They often work as a team to isolate and attack young acolytes and other magic initiates, draining them of magic energy and often killing them to leave no witnesses.
When they can’t find a sufficient spellcaster, yilarith will attempt to steal magic items that can be drained for sustenance.
Medium Aberration, Neutral Evil
Armor Class 14, (17 with mage armor)
Hit Points 112 (15d8 + 45)
Speed 30 ft.
|12 (+1)||19 (+4)||10 (+0)||21 (+5)||16 (+3)||14 (+2)|
Skills Arcana +8, Perception +6
Senses Blindsight 30 ft., Darkvision 60 ft., Passive Perception 16
Languages Common, Undercommon, Telepathy 60 ft.
Challenge 9 (5,000 XP)
Proficiency Bonus +4
Magic Resistance. The yilarith has advantage on saving throws against spells and other magical effects.
Unusual Nature. The yilarith feeds on magic and doesn’t require food, drink, or sleep.
Multiattack. The yilarith makes two Mana Dagger attacks. It can replace one attack with a use of Spellcasting.
Mana Dagger. Melee or Ranged Spell Attack: +7 to hit, reach 5 ft. or range 120 ft., one target. Hit: 25 (4d10 + 3) psychic damage.
Spellcasting. The yilarith casts one of the following spells, requiring no material components and using Intelligence as the spellcasting ability (spell save DC 16):
At will: detect magic, disguise self, dispel magic, invisibility (self only)
2/day each: counterspell, mage armor, phantasmal killer
Steal Magic (3/Day). The yilarith targets one creature it can see within 60 feet of it. The target must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this yilarith’s Steal Magic for 24 hours. On a failed save, the target loses 1 spell slot. Roll 1d100.
|d100||stolen spell slot|
The yilarith gains 9 (2d8) hit points per spell slot level that it steals. If it has full hit points, it regains one use of Spellcasting.
If the target does not have an available spell slot of the level rolled, the yilarith takes one spell slot from the next highest level available. If the target is not a spellcaster or has no remaining spell slots, the target takes 9 (2d8) psychic damage per spell level rolled and one of its magic items loses all magical properties until the start of the yilarith’s next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.
Let us know if you use the yilarith in your Dungeons & Dragons game!
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