b'Arcamag \n'b'  Tiny   monstrosity  (shapechanger),  neutral  \n'b'  Armor Class  13 (natural armor)  Hit Points  22 (5d4 + 10)  Speed  10 ft., fly 30 ft. (hover)\n'b' STATS STR: 7 (-2) DEX:  10 (+0)  CON:  15 (+2)  INT:  5 (-3)  WIS:  12 (+1)  CHA:  18 (+4)  \n'b'\n'b'\n'b'\n'b'\n'b'\n'b'\n'b'  Skills   Stealth  +4  Senses   darkvision  60 ft., passive  Perception  11  Languages  understands Common but can\xe2\x80\x99t speak  Challenge  2 (450 XP) \n'b' Special Traits \n'b'\n'b'  Camouflage . While attached to a host, the arcamag has advantage on  Dexterity  ( Stealth ) checks. \n'b'  Shapechanger . The arcamag can use its action to  polymorph  into a small object, such as a ring, wand, orb, rod, or scroll. Its statistics are the same in each form. Any equipment it is wearing or carrying isn\xe2\x80\x99t transformed. It reverts to its true form if it dies. \n'b'  False Appearance (Object Form Only) . While motionless, the arcamag is indistinguishable from an ordinary object. \n'b'\n'b' Actions \n'b'\n'b'  Attach .  Melee Weapon Attack : +2 to hit, reach 5 ft., one creature that can cast spells.  Hit : The arcamag attaches to the target. While attached, the arcamag doesn\xe2\x80\x99t  attack . Instead, it causes a handful of changes in its spellcaster host (see Changes to the Host sidebar). The arcamag can detach itself by spending 5 feet of its movement. A creature other than the host can use its action to detach the arcamag by succeeding on a DC 15  Strength  check. The host can use its action to detach the arcamag only after the host has expended all of its spell slots for the day, including the extra cantrips and spell slots gained from having the arcamag attached. Doing so doesn\xe2\x80\x99t require a  Strength  check. When the arcamag detaches itself or is detached from a host, the host takes 2 (1d4) psychic damage per spellcaster level. \n'b'  Teleport (1/day) . The arcamag magically teleports up to 60 feet to an unoccupied space. If it is attached to a host when it uses this action, it automatically detaches. \n'b'\n'b' Changes To The Host \n'b' The following changes are made to a spellcaster that hosts an arcamag: \n'b'\n'b' Three times per  short rest , the host can use a  bonus action  to cast a cantrip that would normally require an action. Each time this is done, the host loses  hp  equal to its spellcaster level. \n'b' The host gains one additional spell slot per level of spell it can cast. Each time this extra slot is used, the host must succeed on a DC 10  Constitution  saving throw or gain one level of  exhaustion . \n'b' Each time the host casts a spell, roll a d20. On a 1, the spell doesn\xe2\x80\x99t successfully complete, but the host still expends a spell slot as the arcamag absorbs the power of the spell. \n'b'\n'b' About \n'b' A crystalline tick hops off the neck of the dead wizard and flies behind a bookshelf, where it changes into a harmless-looking silver ring bearing an arcane symbol. \n'b'  A Bane of the Arcane . The arcamag is a creature that survives by feeding on the magical force within creatures, especially  humanoid  spellcasters. An arcamag looks like a tick comprised of jagged, clear-crystalline fragments.\xc2\xa0Barbed hooks springing from its mandibles allow it to attach to a host. \n'b'  Symbiote or Parasite ? The arcamag waits until a spellcaster takes possession of it, stowing it in a backpack or belt pouch. At that point, it changes into its natural form and works its way beneath clothing to a covered piece of flesh: the small of the back or the inner thigh are prime locations. Once there, the arcamag attaches to the caster. In the short term, a caster might benefit from acting as a host, but, in the long term, the consequences can be devastating and potentially fatal. \n'b'  Use in Battle . Arcamags are occasionally used by war wizards in battle, hoping to bolster the magical might of their troops.\xc2\xa0Sometimes this works, but, more often than not, inexperienced wizards are left dead on the battlefield.'