Spellseeker
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The Spellseeker is a monster from Oathbound: Areana published by Bastion Press.
Spellseeker
Small Magical Beast
Hit Dice: 2d10+4 (15 hp)
Initiative: +2
Speed: 20 ft. (4 squares), climb 10 ft.
AC: 15 (+1 size, +2 Dex, +2 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/–2
Attack: Claw +2 melee
Full Attack: 2 claws +2 melee and bite –3 melee
Damage: Claws 1d3, bite 1d4
Space/Reach: 5 ft./5 ft.
Special Attacks: Inhale Magic, magic fang
Special Qualities: Darkvision 60 ft., death throes, detect magic, enhancement, SR 17
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 10, Dex 15, Con 14, Int 6, Wis 14, Cha 12
Skills: Climb +2, Listen +4, Search +2, Spot +4
Feats: Alertness
Environment: Any
Organization: Solitary
Challenge Rating: 3
Treasure: None
Alignment: Usually neutral
Advancement: Special
Level Adjustment: +2 (cohort)
These ravenous creatures are constantly sniffing about in search of enchantments and other items of magical power. Driven to consume magic in order to procreate, spellseekers are the bane to the warlords of Arena, as well as those coveting magic in other domains.
Spellseekers are mustard-yellow to dark brown, reptilian creatures with 10 legs that end in three-toed claws. The fore claws are fully twice the length of the other legs and end in four-digit claws that the beast uses to attack or manipulate items. They have a short, stubby tail and a long, snakelike neck that allows the creature to attack in nearly any direction.
While they can be found sniffing around ancient ruins and abandoned mines, spellseekers are most often encountered on the vast battlefields of Arena rummaging through the lost weapons and armor of fallen warriors. Sometimes these creatures are harnessed and used as magic-sniffing “bloodhounds”. This is quite difficult, as the beasts may turn on any magic the handler may possess. Said handlers either have to go without magic or protect themselves with an anti-magic aura or other such effect. Conversely, spellseekers can instinctively sense the presence of slade and avoid the rare metal at all costs. The beasts can’t normally be trained to sniff it out, but skilled handlers may notice a behavioral change in the creature and deduce that a deposit of the metal may be nearby with a Knowledge (animal/spellseeker) skill check (DC 12).
Spellseekers are carnivores, eating whatever small mammals, birds and fish it can find. As noted above, these asexual creatures search for and consume magical energies as their method of reproduction. In order to do this a spellseeker must consume 13 or more spell levels, at which time it is saturated and will not feed on any more magic. When a spellseeker reaches saturation it hides away deep underground to lay 1d6 cantaloupe-sized eggs. These eggs hatch in 30 to 40 days, producing 1 HD offspring who mature in three months. Once its eggs are laid a spellseeker reverts back to its normal size and HD, remaining with the eggs until just moments before they hatch.
Combat
Spellseekers are always searching for either food or magic, and generally leave most other creatures alone—unless of course they carry enchanted items. These creatures have been known to attack others of their kind in an attempt to dominate what little magical resources may be in the area.
Unless a spellseeker is starving it only attacks in order to obtain an enchanted item or to defend itself or its nest. As soon as the beast has an opportunity to snatch a magic item, it attempts to escape back to its lair to consume the item’s enchantments in peace.
Alternatively, it is not unheard of for an adventuring wizard to awaken in the middle of the night to find a spellseeker quietly inhaling the active enchantments she has placed on her person or item.
Detect Magic (Su): The spellseeker can detect magic within a 120 ft. radius at all times.
Enhancement (Su): As the spellseeker consumes magical energies (see Inhale Magic below), it instantly grows in size and power. For every four spell levels (beyond its base of 4) consumed, the spellseeker’s Hit Dice, AC (natural), Saves and BAB increase by 1, plus certain other attributes increase, as detailed in the Spellseeker Enhancements table.
One spell level is equal to one charge (such as in a wand), one plus of a weapon or armor or one special ability. If a spellseeker cannot consume enough spell levels indicated by an above category every 24 hours it drops one such category until it is Small again. It also suffers a cumulative –1 penalty to all abilities and Consititution until it consumes at least four spell levels per day. If a spellseeker’s Consititution reaches 0 it dies.
Death Throes (Su): A spellseeker magical nature allows it to store magical energy in its body for future use. If the creature is killed it releases all its spell levels in an explosion. All creatures within 20 ft. must roll a Reflex save (DC 5+ 1/spell level released) or suffer 1d6 hit points of damage/spell level stored. Those that succeed their save take half damage. This explosion is considered to be pure magic energy, and is not subject to defenses against elemental energies. Starving spellseekers that have lost more than ½ their Constitution do not explode upon death.
Inhale Magic (Su): The spellseeker can breathe in magic from any magic item (or active spell effect) within a 5 ft. range. This is a standard action. This ability affects the item just as if a disjunction spell (cast at 20th level). If the process is interrupted (creature can make a Concentration check just as if the creature were casting a spell) the item still ceases to function for 1d4+1 rounds, after which it will return to normal.
Magic Fang (Sp): As a standard action, the spellseeker may choose to “burn” three stored spell levels to gain the benefits of a greater magic fang spell. (See Enhancement above for details) This can only be done after the spellseeker has grown to medium size or greater.
Skills: Spellseeker receive a +4 racial bonus to all Climb, Listen, Search, and Spot checks.














