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Spell Sapper  [Printer-friendly version]
by Eric Hab
Posted on 16-Oct-2007

Spell Sapper

 


This tall, thin creature stands once again as tall as a human, but very thin.  It has hair-like spines on its head and shoulders thatare of a light blue colour. Its body is covered with lines of a similar colour that glows with pale blue light. Its long thin arms end in large hands with fierce claws.

 Creatures created by the Dramohje, the spell sapper is the ultimate anti-spellcaster defense.  Its antennae drain the magic of the surroundings, turning it to power for the creature.  The few that were created often served as guardians of magical areas that would keep them satiated and powered should any intruders arrive.

 
The only Spell Sapper ever observed stood approximately 9 feet tall and weighed approximately 500 lbs.  Their skin is gray and covered with lines of dark blue that glow when a spell is absorbed.
A crystal is encrusted into its abdomen and glows like the lines.
 

Combat

If they have stored energy, typically Spell Sappers begin the battle by turning invisible.  They do not fear death, and will guard their quarry to the end.

 

Spell Absorption Field(Su): Spells cast or in effect within 200 ft (40 squares) of the Spell Sapper are absorbed and stored if the caster fails a Caster power check (DC 35 – distance to Spell Sapper in squares.) Each spell level can power one of the following abilities for one round:

  Bolster Attack: +1 to hit and damage

  Bolster defense: DR 2/-

  Invisibility

  Heal: 1d6 HP

Spells are absorbed automatically, while using a single ability is a swift action.  Using more than one ability is a move action.  Abilities do not have to be used on a round-by-round basis, for example using a move action, it could give itself +1 to hit and damage for two rounds, while turning invisible by using up three spell levels.

 See table at the end for summary of ability use.

If the spell sapper takes fire, acid, or electricity damage its hairs are burnt and the Spell Absorption Field collapses, though all stored energy is kept. It takes 3d4 days for the hairs to grow back and restore the field.

 
Magic Sense (Su): A Spell Sapper is aware of all attempts at using magic within his spell absorption field.

 

Rend (Ex): If a Spell Sapper hits with both claw attacks, it latches onto the opponent’s body and tears flesh. This automatically deals an additional 2d6+7 points of damage


 

 

Spell Sapper

Large Aberration

Hit Dice:

4d8+8 (26 hp)

Initiative:

+7 (+3 dex, +4 improved initiative)

Speed:

50ft (10 squares)

Armor Class:

16 (-1 size, +3 dex, +4 natural)

Base Attack/Grapple

+3/+9

Attack:

Claw +7 melee (1d6+5)

Full Attack:

2 claws +7 melee (1d6+5)

Space/Reach:

10ft/5ft

Special Attacks

Rend 2d6+7

Special Qualities

Darkvision 60ft, Magic Sense, Spell Absorption Field

Saves:

Fort +4, Ref +4, Will +3

Abilities:

Str 20, Dex 16, Con 16, Int 9, Wis 10, Cha 25

Skills:

+6 spot, +5 listen

Feats:

Alertness, Improved Initiative

Environment:

-

Organization

Solitary

Challenge Rating

3-4

Treasure

None

Alignment

Always Neutral

Advancement

-

Level Adjustment

-

 

Spell Absorption Field Abilities and associated spell level cost

 

Effect\Duration

1 rnd

2 rnd

3 rnd

4 rnd

Bolster Attack +1

1

2

3

4

Bolster Attack +2

2

4

6

8

Bolster Attack +3

3

6

9

12

Bolster Defense 2

1

2

3

4

Bolster Defense 4

2

4

6

8

Bolster Defense 6

3

6

9

12

Heal 1d6

1

 

 

 

Heal 2d6

2

 

 

 

Heal 3d6

3

 

 

 

Invisibility

1

2

3

4


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