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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

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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 ofother races.

A spelleater has a long,furred body,large eyes that shimmer and glow with a variety ofswirling 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 ofthem,such low fare forms the bulk oftheir diets. Usually only the strongest spelleaters,called nobles,regularly feast on magical energy.These nobles either develop casting ability oftheir own,employ a cache ofmagic 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 ofthese 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 oftheir magical resources,preferring to use spells and items that split their enemies into smaller groups,especially ifthey can isolate and carry away a lone caster.Ifpossible,they mask their true nature with crude robes in an effort to trick opponents into using spells against them.Imbued with the narcotic effect offresh 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 ofa spell or ifit 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 itselfor 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.Ifsomeone who is not a spellcaster uses a magic item to create a spell effect,he makes his caster level check using a level of0.

Magical Strength (Su): Ifa 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 ofthe spell.These effects last for 10 rounds.Ifa spelleater absorbs multiple spells,these benefits stack.

Power Surge (Su): Ifa spelleater chooses not to use the energy ofa spell to strengthen itself,the creature can expel some or all ofthat energy in a power surge that deals 1d4 points offorce damage per spell level it spends.This is a ranged touch attack with a maximum range of100 feet.A spelleater’s body can retain unabsorbed energy for 10 rounds,after which the energy dissipates harmlessly.Ifa spelleater dies with unabsorbed energy stored in its body,it explodes in a blast ofraw magical power.All creatures within 30 feet ofthe spelleater’s body take 1d4 points offorce damage per spell level stored within it.A Reflex save (DC 13) cuts

this damage in half.When a spelleater holds unabsorbed magical energy within itself,its skin shimmers and its body shudders visibly.

Sap Energy (Su): When a spelleater strikes a spellcaster with its claw attack,the caster must make a Will save (DC 17) or lose one ofher highest-level spell slots.The spelleater immediately takes on the magical energy ofthe spell thanks to its drain magic ability,using it either to strengthen itself or to create a power surge.

Null Zone (Su): All spelleaters have an innate ability to unravel the energy that powers a spell.They can use dispel magic three times per day as 5th-level magisters.

Spelleater Society

Spelleaters organize themselves into a highly stratified,rigid hierarchy.At the top are those nobles who practice magic, own small caches ofitems,or have captive spellcasters.These leaders dole out arcane energy to their followers in small doses,winning their loyalty and support by fulfilling their voracious,inherent appetites for raw magical energy.Among the spelleaters,he who controls magic controls society.

These creatures often dig burrows and caves in the earth, usually with an eye toward maximizing their defensive abilities.They make careful plans for their defense,with the lowestranking spelleaters expected to rush into battle to delay any attackers.The nobles either stand and fight,ifthe odds seem in their favor,or,should the invaders possess formidable strength,escape via secret tunnels to safety.

Spelleater society rarely remains stable for extended periods.At times,a small group ofunderlings may uncover a magic item or capture a spellcaster.With this important bargaining tool in hand,they can demand a place among the nobles or threaten to lead an uprising against the ruling cabal.Politicking,backstabbing,and elaborate games of power run through spelleater society.Since their overriding goal in life is to devour magical energy,they are easily swayed by charismatic rulers who can offer them their heart’s desire.

Spelleater Characters

Spelleaters strive to gain levels in any spellcasting class,with most ofthem aiming to become mage blades or magisters. However,few ofthese creatures can ignore their addiction long enough to commit to the training and study needed to enter those classes.

Spelleater Encounter (EL 7)

A small group ofspelleaters has discovered a wand ofcoma or a similar item that allows them to put their victims into a deep sleep.In search ofa ready source ofmagical energy,they slip into a large city and hide within the sewers beneath it.By night,they track inexperienced spellcasters,use the wand on them to render them helpless,then drain their magical energy by making repeated claw attacks (but not dealing enough damage to kill the victims).Using the energy gained,they can unleash power surges potent enough to damage buildings.

A player character spellcaster may be targeted by these marauders.Unless the character takes precautions each night,the group ofspelleaters descends upon him to feast. In time,they may decide to kidnap the character and carry him back to their lair.

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