Monster I’d Like to Fight: Arcana Mole

Monster I'd Like to Fight: Arcana Mole

Tales of arcana moles snatching children from beneath the ground are common among fey folk, particularly those with a penchant for magic. Parents use these stories to instill fear in their children, warning them away from dangerous areas. In the annals of wizard academies, entire tomes detail the formidable nature of arcana moles, advising that they be avoided at all costs. However, firsthand accounts of these creatures seldom originate from fey folk or those reliant on magic. Instead, they come from adventurers armed with mundane weapons, often perplexed by the creatures’ ability to inspire such terror. This disconnect stems from the inherent nature of the arcana mole and their unique talent for absorbing magical energy.

Their knack for absorbing magic has made them a delicacy among affluent families with budding magic users. Prior to challenging exams or interviews for esteemed magical institutions, students may dine on arcana mole liver, believed to enhance magical prowess. This demand has created a market for arcana mole liver, or meat passed off as such, drawing adventurers to hunt the creature.

One complication in hunting arcana moles is their frequent association with ankhegs. These creatures are sometimes spotted leading or guiding their ankheg companions. Adventurers must be prepared to face both creatures when hunting either.

Arcana Mole

Medium Monstrosity, Unaligned


Armor Class 15 (natural armor)

Hit Points 82 (11d8 + 33)

Speed 30 ft., burrow 30 ft.

STRDEXCONINTWISCHA
18 (+4)17 (+3)16 (+3)5 (-3)14 (+2)7 (-2)

Skills Perception +5, Stealth +6

Damage Resistances bludgeoning, piercing, and slashing from magical attacks

Damage Immunities force from magical effects

Senses darkvision 60 ft., tremorsense 60 ft., passive Perception 15

Languages —

Challenge 5 (1,800 XP)

Proficiency Bonus +3


Death Mote. The mole releases a mote of magical energy when it dies that lasts for 10 minutes. As an action, a creature within 5 feet of the mole’s body can touch the mote to completely absorb its energy and regain one expended spell slot of 3rd level or lower.

Magic Resistance. The mole has advantage on saving throws against spells and other magical effects.

Tunneler. The mole can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.

Actions


Multiattack. The mole makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.

Burrowing Charge (Recharge 5–6). The mole burrows up to 30 feet and erupts from the ground. Each other creature within 10 feet of the eruption point must make a DC 15 Strength saving throw. On a failed saved, a creature takes 22 (5d8) bludgeoning damage and has the prone condition. On a successful save, a creature takes half as much damage only.

Reactions


Spell Burst. If the mole succeeds on a saving throw against a spell, it releases a burst of energy in a 10-foot radius sphere centered on itself. Each other creature in the area must make a DC 15 Constitution saving throw, taking 10 (3d6) force damage on a failed save, or half as much damage on a successful one.

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Further Reading

If delving into earthen tunnels looking for arcana moles, the party may find a sleeping gem giant.

One type of fey that may have been told scary stories about arcana moles is the scampry.

Imagery created with Midjourney.

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