Arcana Unearthed - Legacy of the Dragons - 3.5e

Page 93

92

Legacy of the Dragons

Spelleater Medium Aberration Hit Dice: 4d8 (18 hp), dying/dead –1/–10 Initiative: +6 Speed: 30 feet, climb 20 feet, burrow 10 feet AC: 14 (+2 Dexterity, +2 natural), touch 12, flat-footed 12 Base Attack/Grapple: +3/+3 Attack: Claw +3 melee (1d6) Full Attack: 2 claws +3 melee (1d6) Space/Reach: 5 feet/5 feet (Face/Reach: 5 feet by 5 feet/5 feet) Special Attacks: Drain magic, magical strength, power surge, sap energy Special Qualities: Darkvision 60 feet, null zone Saves: Fort +1, Ref +3, Will +8 Abilities: Str 10, Dex 14, Con 10, Int 17, Wis 14, Cha 16 Skills: Knowledge (magic) +9, Search +9, Spot +8, Use Magic Device +20 Feats: Improved Initiative, Intuitive Sense, Iron Will Environment: Subterranean Organization: Solitary, pair, scout party (3–12), outpost (10–100 plus one 2nd-level overseer), colony (40–400 plus 1d10 2nd-level overseers and one 5th-level noble), or city (100–800 plus 2d10 2nd-level overseers, 1d10 5thlevel nobles, and one 10th-level king) Challenge Rating: 3 Treasure: Standard Advancement: By character class Level Adjustment: +6 Spelleaters absorb and devour raw magical energy. The power behind incantations affects them in a manner similar to a narcotic. They devour spells cast at them and can suck the ambient arcane potential from a caster. They are intelligent and have been known to harvest spellcasters, imprisoning them within their lairs and slowly leeching away their essence. From their rocky lairs, they strike out to capture spellcasters and drag them back to their domains in chains. While some spelleaters master the ability to use magic, most prefer simply to absorb the energy provided by casters of other races. A spelleater has a long, furred body, large eyes that shimmer and glow with a variety of swirling colors, and needlelike fangs. Its short legs end in claws that allow it to burrow and climb with ease. Spelleaters can survive on vegetables, fruit, and meat, and for many of them, such low fare forms the bulk of their diets. Usually only the strongest spelleaters, called nobles, regularly feast on magical energy. These nobles either develop casting ability of their own, employ a cache of magic items, or have a captive spellcaster chained to a wall inside their lair. Spelleaters

provide their captives with food and drink to keep them healthy and ruthlessly harvest their magical energy each day.

Combat Spelleaters focus their efforts on spellcasters, bearing down upon them like starving men racing to a feast. Their inherent ability to wield magic items makes them dangerous foes; many of these creatures hoard scrolls, wands, staves, and other items for use against their enemies. While most spelleaters would rather use such items as food, they grudgingly turn them against intruders. The typical spelleater is smart enough to use basic tactics against opponents. The creatures maximize the use of their magical resources, preferring to use spells and items that split their enemies into smaller groups, especially if they can isolate and carry away a lone caster. If possible, they mask their true nature with crude robes in an effort to trick opponents into using spells against them. Imbued with the narcotic effect of fresh magical energy, they throw themselves into battle with a ferocious rage. Drain Magic (Su): Spelleaters got their name from their ability to drain the energy from spells cast at or near them. If a spelleater is the target of a spell or if it is within the area of a spell, the caster must make a caster level check (DC 20). Should this check fail, the spell has no effect. The spelleater can choose either to absorb the spell and use its energy to strengthen itself or to store the energy and later unleash it in an attack. The creature must make this decision immediately upon causing a spell to fail. This ability functions only against spells cast by a character, spell-like abilities that duplicate a spell, or spells cast from wands or scrolls. If someone who is not a spellcaster uses a magic item to create a spell effect, he makes his caster level check using a level of 0. Magical Strength (Su): If a spelleater opts to absorb a spell, it gains 2 temporary hit points, a +1 bonus to Strength, and a deflection bonus to AC equal to the level of the spell. These effects last for 10 rounds. If a spelleater absorbs multiple spells, these benefits stack. Power Surge (Su): If a spelleater chooses not to use the energy of a spell to strengthen itself, the creature can expel some or all of that energy in a power surge that deals 1d4 points of force damage per spell level it spends. This is a ranged touch attack with a maximum range of 100 feet. A spelleater’s body can retain unabsorbed energy for 10 rounds, after which the energy dissipates harmlessly. If a spelleater dies with unabsorbed energy stored in its body, it explodes in a blast of raw magical power. All creatures within 30 feet of the spelleater’s body take 1d4 points of force damage per spell level stored within it. A Reflex save (DC 13) cuts


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Monsters and Characters by CR

3min
page 159

Open Game License

5min
pages 160-162

Referenced Feats

14min
pages 155-158

Vo-Tarran

6min
pages 151-152

Veirid Runechaser

6min
pages 149-150

Paushen Pugwhistle

9min
pages 146-148

Kelberen

6min
pages 143-144

Marvalontal

3min
page 145

Denassa The Midnight Vesper

4min
pages 139-140

Domagoth the Dominator

6min
pages 141-142

Daelan Bitterslice

2min
page 138

Cralla the Dirgewife

3min
page 137

Chloris The Bloody Claw

7min
pages 135-136

Algar the Gifting Minstrel

7min
pages 129-130

Briessec-Cur

7min
pages 133-134

Zetetic

6min
pages 123-125

Witchraven

4min
pages 121-122

Bova Tel-Bera

7min
pages 131-132

Aarach

3min
page 126

Abalan the Wayward Spy

6min
pages 127-128

Wind Lord

6min
pages 119-120

Valkith (Harrid Hound

5min
pages 111-112

Vuldrog

4min
pages 117-118

Terrig

5min
pages 103-104

Tingual

5min
pages 105-106

Vallorian

14min
pages 113-116

Totem Spectre Template

7min
pages 107-108

Urgan’s Minion

5min
pages 109-110

Staj

5min
pages 101-102

Squamous Lir

5min
pages 99-100

Spirit of Sorrow

6min
pages 97-98

Spined Grappler

6min
pages 95-96

Spelleater

5min
pages 93-94

Slaughterfiend

5min
pages 91-92

Shuyarn

6min
pages 89-90

Rune Reaver

6min
pages 87-88

Rune Manifest

31min
pages 77-86

Qualleg

12min
pages 69-72

Rune Animal Template

6min
pages 75-76

Navver’s Curse

6min
pages 63-64

Mud Slime

5min
pages 61-62

Night Beast

5min
pages 65-66

Rock Ape

5min
pages 73-74

Oathstalker

6min
pages 67-68

Lastrogos (Spirit Devourer

5min
pages 59-60

Lasher Beast

6min
pages 57-58

Hypnolox

7min
pages 53-54

Kahrn

5min
pages 55-56

Hate Reaper

7min
pages 51-52

Faradian

5min
pages 43-44

Ghoul Worm

5min
pages 45-46

Elemental Scion Template

6min
pages 41-42

Grynloc

13min
pages 47-50

Dread Helminth

5min
pages 39-40

Darval

6min
pages 35-36

Dothrog

6min
pages 37-38

Briar Beast

5min
pages 29-30

Chlorthek

5min
pages 31-32

Crested Serpent

6min
pages 33-34

Bone Viper

7min
pages 27-28

Bog Salamander

4min
pages 25-26

Balthrok

6min
pages 17-18

Using This Book

5min
pages 5-6

Blade Troll

13min
pages 21-24

Arachtar

8min
pages 9-11

Akashic Seeker

5min
pages 7-8

Blade Breaker

5min
pages 19-20

Arathad

8min
pages 12-14

Arboreal Corrupter

6min
pages 15-16
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