Atlas   Rules   Resources   Adventures   Stories       FAQ   Search   Links


by Jamie Baty

Large Aberration (Extraplanar, Incorporeal)
Hit Dice: 7d8+52 (83 hp)
Initiative: -4 (-4 Dex)
Speed: fly 10 ft. (perfect)
Armout Class: 11 (-1 size, -4 Dex, +6 Deflection), touch 11, flat-footed 11
Base Attack/Grapple: +5/+9
Attack: Touch +4 touch (Magic Drain, Spell Drain)
Full Attack: 1 Touch +4 touch (Magic Drain, Spell Drain)
Space/Reach: 10 ft. /5 ft. (can move into occupied squares)
Special Attacks: Magic Drain, Spell Drain
Special Qualities: Darkvision 60ft., Magic Absorption, Magic Infusion, Partial Cold Immunity
Saves: Fort +9, Ref -2, Will +8
Abilities: Str -, Dex 3, Con 25, Int 19, Wis 17, Cha 22
Skills: Concentration +17, Gather Information +16, Hide -8, Knowledge (arcana) +14, Listen +13, Spellcraft +14, Spot +13
Feats: Die Hard, Endurance, Toughness
Environment: Any Land, Dimension of Nightmares (?)
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always chaotic neutral
Advancement: 8-14 HD (Large); 15-21 HD (Huge)
Level Adjustment: -

This strange, fearsome creature appears as a swirling, levitating cloud of lime green-hued smoke, opaque and faintly luminescent.

The radiance of an Eater-of-magic pulses regularly, brighter and dimmer, brighter and dimmer; it will flow to fit around obstacles, and is able to seep through cracks of half an inch or less (for example, around most doors), but when unobstructed assumes a spherical form ten feet across. Eaters-of-magic are thankfully extremely rare, and are thought to come from the dimension of nightmares or a similar dimension alien and hostile to humans.
Eaters-of-magic are silent, menacing creatures without visible eyes, limbs, or other body features; they always move towards the greatest concentration of magic, seeking to envelop it.
When an eater is slain, it will lose its radiance, the "smoke" of its body will dissipate into thin air.

Eaters-of-Magic instinctively hunt for magic and will seek out the strongest concentrations of it. It will envelope as many targets as it can to make use of its magic and spell drain. Any target it can't envelope, it will attempt to touch.
An eater-of-magic can only be damaged by physical attacks (by magic weapons that haven't yet been negated) and by non-magical elemental damage. They have no fear, will never flee or surrender, and will relentlessly pursue magic to feed off of.

Magic Drain (Ex): Each round a character is touched or enveloped by an Eater-of-Magic, the character's magic items are drained of a portion of their power. If the character is only touched, only one item is affected (randomly chosen). If enveloped, all of the character's items are affected. The exact effect is as follows:
Any item with charges will lose 1d4 charges per drain.
Non-chargeable magic items, such as a weapon or armour, will have its magic negated for 1d4 rounds per contact.
An artifact is only negated for 1 round per contact.
Potions and scrolls have no effect until 1d4 rounds have passed since the last contact with the Eater-of-Magic.

If enveloped, this magic drain occurs at the beginning of each round the victims are in contact with the Eater-of-Magic. There is no limit to the number of magic-items an Eater-of-Magic can drain per round.

Spell Drain (Ex): Any spellcaster that is touched or enveloped by an Eater-of-Magic has the highest level memorised/available spell drained immediately. The spellcaster must also make a will save vs DC19 (Cha based) or become feebleminded, as per the spell.
If enveloped, this spell drain occurs at the beginning of each round the victim is in contact with the Eater-of-Magic. There is no limit to the number of spells an Eater-of-Magic can drain per round.

Magic Absorption (Ex): Any spell, spell-like effect, or magical attack on an Eater-of-Magic is automatically and harmlessly absorbed by the Eater-of-Magic. Any damage that would have been inflicted by the attack (or hp equal to 1/2 caster level + spell level, whichever is greater) is converted to temporary hitpoints for the Eater-of-Magic. These temporary hp last for 24 hours (on until used).

Magic Infusion (Ex): Upon death, the Eater-of-Magic infuses any items within it with magical power. The effects are as follows:
Chargeable items receive an additional 2d4 charges.
Scroll spells are treated as if they have been maximised.
Other one-shot items (potions, arrows) may be used twice.
Permanent items (weapons and armour) receive double bonuses for 1d6x10 minutes.
Artifacts are not affected.

Partial Cold Immunity(Ex): An Eater-of-Magic has 50% immunity to cold.

Incorporeal Subtype: Can be harmed only by other incorporeal creatures, +1 or better magic weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armour. Always moves silently. Please see the 3.5E Monster Manual for additional information on incorporeal traits.