Nullicorn 2014
CR 5 aberration
Large aberration, chaotic evil
At the end of its turn any spell or magical effect with duration that is affecting the nullicorn such as hold monster or mage armor immediately ends.
If it is subjected to a spell or magical effect that allows it to make a save to take only half damage it instead takes no damage if it makes the save and only half damage if it fails.
Advantage: spell/magic effect saves.
A creature infected with this disease manifests symptoms 1d4 hrs after infection: fatigue light-headedness and blurry vision. When infected creature casts a spell or activates a magic item itchy rash appears and spreads as more magic is used. Until disease is cured when infected creature starts its turn wielding or wearing magic item and each time it casts a spell or activates a magic item it loses 5 (2d4) hp. At end of each long rest infected creature must make a DC 13 Con save. Fail: hp the creature loses each time it uses magic increases by 2 (1d4). A creature that makes 3 saves recovers.
Senses magic within 120' of it at will. This trait otherwise works like the detect magic spell but isn’t itself magical.
Source: Tome of Beasts 3 (Kobold Press) · License: OPEN GAME LICENSE Version 1.0a details