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<blockquote data-quote="BOZ" data-source="post: 2651637" data-attributes="member: 1241"><p>so, moving on...</p><p></p><p>#66</p><p>I don’t think the DR should be vs. magic; maybe cold iron?</p><p></p><p>Need another feat.</p><p></p><p>Large Magical Beast</p><p>HitDice: 5dlO+lO(37hp)</p><p>Initiative: +3 (Dex)</p><p>Speed: 50ft</p><p>AC: 15(-lsize,+3Dex,+3natural)</p><p>Attacks: Snout+8melee</p><p>Damage: Snout disenchantment</p><p>Face/Reach: 5ft.bylOft./5ft.</p><p>Special Attacks: Disenchantment</p><p>Special Qualities: Detect magic, damage reduction 10/+1, darkvision60ft.</p><p>Saves: Fort+6,Ref+7,Will + l</p><p>Abilities: Strl6,Dexl6,Conl4,Int2,Wis 11, Cha4</p><p>Skills: Listen+3, Spot+4</p><p>Feat: WeaponFocus (snout)</p><p>Climate/Terrain: Any land and underground</p><p>Organization: Solitary or pair</p><p>Challenge Rating: 3</p><p>Treasure: None</p><p>Alignment: Always neutral</p><p>Advancement: 6-12 FID (Large); 13-15HD(Huge)</p><p>The EATER is greatly feared for the damage it can cause. Much like a rust monster, it feeds on objects most adventurers hold near and dear to their hearts. The EATER resembles a drom¬edary animal. It has a long snout with a suction cup on the end. The EATER is covered with blue fur, and its body is slightly translucent.</p><p>COMBAT</p><p>A EATER cannot di¬rectly harm an opponent; rather, it targets magical items carried or worn by an opponent. A EATER is able to discern the mostpowerful magi¬cal items in a group and always attack those items first, unless those items are too difficult to reach (such as hidden in a backpack), in which case the EATER will choose to attack a more readily available item (such as a magical shield). It fastens itssnoutontoanitem and drains the item’s magical properties. Magical weapons striking a EATER cannot be drained of their magical properties.</p><p>Disenchantment (Ex): A EATER that makes a successful touch attack with its snout causes die target magical item to be instantly and pemianently drained of any magic it possesses. Items worn or carried have an AC equal to the target creature’s Dexterity modifier plus any magical deflection bonus to AC (such as from aringofprotection) the creature may have. For example, if the EATER attacks a creature with Dexterity 14 (+2 bonus) wearing +1 plate armor, it needs only to hit AC 12 (+2 for the Dexterity bonus). The annor bonus does not apply. A held object (such as a sword) receives a +5 bonus to AC because the creature can quickly move it out of harm’s way.</p><p>An item struck receives a Fortitude save (DC 14) to negate die effects of the disenchantment. The modifier is equal to the target creature’s base Fortitude save bonus as long as the targeted item is being held, touched, or worn. Otherwise, the magic item has a base save bonus of 2 + 1/2 its caster level (see the DMG, Chapter 8). If the save is successful, the item retains its magic. If failed, it becomes a normal non-magical item forevermore.</p><p>Detect Magic (Su): A EATER can continuously detect mage as the spell cast by a 12th-level sorcerer. It can suppress or resume this ability as a free action.</p></blockquote><p></p>
[QUOTE="BOZ, post: 2651637, member: 1241"] so, moving on... #66 I don’t think the DR should be vs. magic; maybe cold iron? Need another feat. Large Magical Beast HitDice: 5dlO+lO(37hp) Initiative: +3 (Dex) Speed: 50ft AC: 15(-lsize,+3Dex,+3natural) Attacks: Snout+8melee Damage: Snout disenchantment Face/Reach: 5ft.bylOft./5ft. Special Attacks: Disenchantment Special Qualities: Detect magic, damage reduction 10/+1, darkvision60ft. Saves: Fort+6,Ref+7,Will + l Abilities: Strl6,Dexl6,Conl4,Int2,Wis 11, Cha4 Skills: Listen+3, Spot+4 Feat: WeaponFocus (snout) Climate/Terrain: Any land and underground Organization: Solitary or pair Challenge Rating: 3 Treasure: None Alignment: Always neutral Advancement: 6-12 FID (Large); 13-15HD(Huge) The EATER is greatly feared for the damage it can cause. Much like a rust monster, it feeds on objects most adventurers hold near and dear to their hearts. The EATER resembles a drom¬edary animal. It has a long snout with a suction cup on the end. The EATER is covered with blue fur, and its body is slightly translucent. COMBAT A EATER cannot di¬rectly harm an opponent; rather, it targets magical items carried or worn by an opponent. A EATER is able to discern the mostpowerful magi¬cal items in a group and always attack those items first, unless those items are too difficult to reach (such as hidden in a backpack), in which case the EATER will choose to attack a more readily available item (such as a magical shield). It fastens itssnoutontoanitem and drains the item’s magical properties. Magical weapons striking a EATER cannot be drained of their magical properties. Disenchantment (Ex): A EATER that makes a successful touch attack with its snout causes die target magical item to be instantly and pemianently drained of any magic it possesses. Items worn or carried have an AC equal to the target creature’s Dexterity modifier plus any magical deflection bonus to AC (such as from aringofprotection) the creature may have. For example, if the EATER attacks a creature with Dexterity 14 (+2 bonus) wearing +1 plate armor, it needs only to hit AC 12 (+2 for the Dexterity bonus). The annor bonus does not apply. A held object (such as a sword) receives a +5 bonus to AC because the creature can quickly move it out of harm’s way. An item struck receives a Fortitude save (DC 14) to negate die effects of the disenchantment. The modifier is equal to the target creature’s base Fortitude save bonus as long as the targeted item is being held, touched, or worn. Otherwise, the magic item has a base save bonus of 2 + 1/2 its caster level (see the DMG, Chapter 8). If the save is successful, the item retains its magic. If failed, it becomes a normal non-magical item forevermore. Detect Magic (Su): A EATER can continuously detect mage as the spell cast by a 12th-level sorcerer. It can suppress or resume this ability as a free action. [/QUOTE]
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