Syne
2008-07-24, 04:23 PM
Arcane Devourer
Size/Type: Tiny Construct
Hit Dice: 13d10 (71 hit points)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (perfect)
Armor Class: 31 (10 + 2 size + 6 dexterity + 4 natural + 9 deflection) touch 27 (10 + 2 size + 6 dexterity + 9 deflection) flat-footed 25 (10 + 2 size + 4 natural + 9 deflection)
Base Attack/Grapple: +7/--
Attack: Slam +9 melee (1d3)
Full Attack: Slam +9 melee (1d3)
Space/Reach: 1 ft./5 ft. (modified reach)
Special Attacks: Open, Devour Secrets, Enthrall, Grant Secret
Special Qualities: Construct Traits, Natural Spellcasting, Spell Resistance,
Freedom of Movement, Arcane Resistance, Arcane Deflection, DR 5/--, Anti-magic Weakness, Sympathy, Aura, Sustenance
Saves: Fort +13, Ref +19, Will +12
Abilities: Str 10, Dex 22, Con --, Int 16, Wis 8, Cha 28
Skills: Spellcraft +23, Knowledge (Arcana) +33, Knowledge (the planes) +25, Knowledge (All others) + 15, Concentration +25, Bluff +21, Diplomacy +21
Feats: Improved Initiative, Ability Focus (Devour Secrets), Heighten Spell, Empower Spell, Spell Focus (any)
Environment: Any
Organization: Solitary, Troup (Arcane Devourer + 1 – 8 Wizard/Sorcerer Thralls)
Challenge Rating: 16
Treasure: None, except for the Arcane Devourer itself
Alignment: Usually neutral evil
Advancement: 14-17 HD (Tiny)(+1 CR/HD)
Level Adjustment: --
The Tome of Ancients lies before you. You begin to fantasize about the profound arcane secrets hidden within and the power you shall gain through knowing them. You grimly remember how they all laughed; well, now you shall show them! You shall show them all!
An insane laugh escapes your lips and, with a sudden movement, you open the Tome and gaze within. Arcane writings blind your eyes, instilling themselves deep within your mind and soul. You feel a cold contentment radiate from the Tome, as if it is alive. Then your spells begin to leak out of your mind, replaced by empty oblivion and a vague desire to serve. You can feel the arcane knowledge drawn into the Tome itself, and are struck by a sudden, horrible irony.
Magic itself is powerful; yet even knowledge of it can be dangerous. The Arcane Devourer is the result of an incredibly powerful Wizard’s spellbook left undisturbed and unused long enough to become sentient in some way, its multitude of spells and invocations serving as a soul, a mind, and nourishment. The Arcane Devourer is sustained by arcane spells and secrets; in extreme cases it devours its own spells, permanently erasing them from its pages. However, doing so causes it something akin to pain (though it does not truly feel anything); so it prefers not to. The sentience of the Arcane Devourer is generally malevolent, as it lacks the conscience most true living beings have, yet it understands what good and evil are. However, this is not always so. It is said some Arcane Devourers serve life rather than prey on it, and find nourishment in evil spellcasters which they thwart.
The nature of the Arcane Devourer is such that wizards and other arcane spellcasters are drawn to the book. The magic within is so powerful that it easily registers on the senses of any arcane practitioner, who must struggle not to develop an obsession with it. The Arcane Devourer itself cannot turn this effect off. Once the Arcane Devourer feeds off the spells and secrets of a creature it may attempt to enthrall it, tugging on the still-existent connection between the creature’s spells and the creature itself. This way the Arcane Devourer can gather a host of thralls about itself, to serve as both food and guardians.
The Arcane Devourer can cast the spells written within itself as if it were a Sorcerer. Once cast, the spells do not vanish but become inaccessible for a time, until the Arcane Devourer rests and gathers them once more. However, the Arcane Devourer cannot cast its most powerful spells (usually epic spells or spells higher than 9th level) since they serve as vital components of its sentience.
Most Arcane Devourers appear as ancient spellbooks, decorated with precious gems. The gems serve as the Arcane Devourer’s eyes.
Arcane Devourers speak Common, Draconic, and any three other languages. Most can also cast Tongues. An Arcane Devourer speaks magically, so it cannot speak in an anti-magic field.
COMBAT
Arcane Devourers fight behind their hosts of thralls and never venture into close combat, since they cannot deal much physical damage through their slam attack. They often attempt to flee to the furthest possible range from their targets, while still allowing them to cast their powerful offensive spells.
The DC of the Devourer’s special abilities is 10 + 6 (½ its HD) + 9 (Charisma modifier) = 25
Devour Secrets (Su): When a creature capable of casting arcane spells attempts to read the Devourer (a full-round action that causes it to lose its Dexterity modifier to armor class), the creature must make a Will save or suffer 1d4 negative levels. If the save is successful and the creature is affected by the Sympathy effect it immediately gains an additional save to end the effect. Otherwise, it is likely the creature will resume reading the Devourer on the next round as well. For every negative level the Devourer causes it heals 10 hit points. Excess hit points are temporary hit points that disappear in 1 hour, if not used beforehand. Devour Secrets cannot lower a creature’s effective level below 1. Casters that have no need for a spellbook gain a +4 bonus on saves against this ability. Whenever the negative levels cause a creature to lose a known spell there is a 20% chance the spell is added to the Devourer’s list of known spells and it gains an additional spell per day for that level (if it is of a sufficient level to cast the spell, at least). Spellcasters capable of casting epic spells are immune to this ability.
Enthrall (Su): Once a Devourer has drained a creature of 4 levels that creature must make a Will save immediately or become Dominated, as if by Dominate Monster cast at the Devourer's caster level. The creature must make the save again whenever it is drained by the Devourer's Devour Secrets ability. The Devourer may not influence a creature with a higher caster level with this ability and may only control twice its HD in casters.
Open (Su): This ability allows the Devourer to open itself while hovering in the air, as a full-round action, allowing any creature to gaze within. When this ability is used the Devourer loses its Arcane Deflection, Arcane Resistance, Damage Reduction, and Natural Armor bonus to armor class for 1 round. This is a gaze attack that compels all creatures capable of casting arcane spells within a 30-foot cone that are susceptible to take a full-round action to read the Devourer. The action must be taken as soon as possible. Casters that can cast epic spells are immune to this ability.
Grant Secret (Su): In some cases necessary for its survival the Devourer may grant one of its secrets willingly to another creature. Every time a creature saves against the energy drain ability of the Devourer it also has a 20% chance to learn one of its secrets.
When a creature is granted a secret willingly the Devourer chooses a spell from its list of known spells; if it is granted unwillingly, the spell is chosen at random. The target creature can then use the spell at the Devourer’s caster level, as a spell-like ability, as long as it has a sufficiently Intelligence score to cast spells of that level. Once a granted secret is used, it is forever lost (it is impossible to regain it by rest or anything else). If unused, a granted secret is forgotten within 1 minute. Granting a secret causes the Devourer 1 point of damage per level of the spell, the spell is erased from the Devourer’s list of known spells, and the Devourer permanently loses 1 spell per day for that level.
Natural Spellcasting: The Devourer can cast spells as a Sorcerer of its HD. It also ignores all spell components except material components that cost more than 1 gp and focus components. Such physical components must in some way be brought next to the Devourer, as it does not have limbs or anywhere to carry the components. Most Devourers start out with 120% - 1d4*10% of their spells due to having Devoured some and Granted others.
Spell Resistance (Su): The Devourer has 11 + HD Spell Resistance.
Freedom of Movement (Su): The Devourer’s movement is always smooth and uninhibited, as if affected by a Freedom of Movement spell (at the Devourer’s caster level).
Arcane Resistance (Su): The Devourer gains a Resistance bonus equal to its Charisma modifier to all saving throws.
Arcane Deflection (Su): The Devourer gains a Deflection bonus equal to its Charisma modifier to AC.
Anti-magic Weakness (Ex): The Devourer suffers 1d10 points of damage per round while in an anti-magic field, but the Devourer’s magical flight is unaffected by it.
Sympathy (Su): The Devourer is constantly radiating a magical aura that draws arcane casters towards it. All arcane casters must make a Will save when they enter the area within 60 feet of the Devourer. Failure causes them to desire to possess, touch, and finally read the Devourer. Even if the save is successful creatures must make an additional save within 1d6x10 minutes. Failure causes them to return to the Devourer’s area. If the Devourer reveals its sentience this effect works like Charm Monster. Affected creatures gain an additional save to end the effect within 24 hours. Casters that have no need for a spellbook gain a +4 bonus on saves against this ability. Casters that can cast epic spells are immune to this ability.
Sustenance (Su): By taking a standard action the Devourer can devour one of its own spells and heal itself by 7*spell level. This ability erases the spell from the Devourer’s spells known and permanently reduces its spells per day for that level by 1.
Aura (Su): The Devourer sheds an Overwhelming magical aura.
Skills: The Devourer has a +4 racial bonus on all Int-based skill checks and a +10 competence bonus on all Knowledge checks.
Treasure
The treasure left by the Devourer is itself; as it is a spellbook containing a large assortment of spells, though it can no longer teach the reader the arcane secrets it could have while it lived. All the Devourer’s spells known are written within the spell book, though at least 2d4*10% of them are unreadable due to the damage it has suffered. A Wizard could decipher it as any other spellbook. It is also highly ornate and covered with rare gems and various other decorations, meaning it could be sold for at least 15,000 gp even without the spells within it.
Thralls
The devourer is usually surrounded by multiple thralls, most of which are wizards. It may also be surrounded by other casters that haven’t become thralls yet, though casters affected by its Sympathy ability tend to be hostile to one another.
Size/Type: Tiny Construct
Hit Dice: 13d10 (71 hit points)
Initiative: +10 (+6 Dex, +4 Improved Initiative)
Speed: Fly 30 ft. (perfect)
Armor Class: 31 (10 + 2 size + 6 dexterity + 4 natural + 9 deflection) touch 27 (10 + 2 size + 6 dexterity + 9 deflection) flat-footed 25 (10 + 2 size + 4 natural + 9 deflection)
Base Attack/Grapple: +7/--
Attack: Slam +9 melee (1d3)
Full Attack: Slam +9 melee (1d3)
Space/Reach: 1 ft./5 ft. (modified reach)
Special Attacks: Open, Devour Secrets, Enthrall, Grant Secret
Special Qualities: Construct Traits, Natural Spellcasting, Spell Resistance,
Freedom of Movement, Arcane Resistance, Arcane Deflection, DR 5/--, Anti-magic Weakness, Sympathy, Aura, Sustenance
Saves: Fort +13, Ref +19, Will +12
Abilities: Str 10, Dex 22, Con --, Int 16, Wis 8, Cha 28
Skills: Spellcraft +23, Knowledge (Arcana) +33, Knowledge (the planes) +25, Knowledge (All others) + 15, Concentration +25, Bluff +21, Diplomacy +21
Feats: Improved Initiative, Ability Focus (Devour Secrets), Heighten Spell, Empower Spell, Spell Focus (any)
Environment: Any
Organization: Solitary, Troup (Arcane Devourer + 1 – 8 Wizard/Sorcerer Thralls)
Challenge Rating: 16
Treasure: None, except for the Arcane Devourer itself
Alignment: Usually neutral evil
Advancement: 14-17 HD (Tiny)(+1 CR/HD)
Level Adjustment: --
The Tome of Ancients lies before you. You begin to fantasize about the profound arcane secrets hidden within and the power you shall gain through knowing them. You grimly remember how they all laughed; well, now you shall show them! You shall show them all!
An insane laugh escapes your lips and, with a sudden movement, you open the Tome and gaze within. Arcane writings blind your eyes, instilling themselves deep within your mind and soul. You feel a cold contentment radiate from the Tome, as if it is alive. Then your spells begin to leak out of your mind, replaced by empty oblivion and a vague desire to serve. You can feel the arcane knowledge drawn into the Tome itself, and are struck by a sudden, horrible irony.
Magic itself is powerful; yet even knowledge of it can be dangerous. The Arcane Devourer is the result of an incredibly powerful Wizard’s spellbook left undisturbed and unused long enough to become sentient in some way, its multitude of spells and invocations serving as a soul, a mind, and nourishment. The Arcane Devourer is sustained by arcane spells and secrets; in extreme cases it devours its own spells, permanently erasing them from its pages. However, doing so causes it something akin to pain (though it does not truly feel anything); so it prefers not to. The sentience of the Arcane Devourer is generally malevolent, as it lacks the conscience most true living beings have, yet it understands what good and evil are. However, this is not always so. It is said some Arcane Devourers serve life rather than prey on it, and find nourishment in evil spellcasters which they thwart.
The nature of the Arcane Devourer is such that wizards and other arcane spellcasters are drawn to the book. The magic within is so powerful that it easily registers on the senses of any arcane practitioner, who must struggle not to develop an obsession with it. The Arcane Devourer itself cannot turn this effect off. Once the Arcane Devourer feeds off the spells and secrets of a creature it may attempt to enthrall it, tugging on the still-existent connection between the creature’s spells and the creature itself. This way the Arcane Devourer can gather a host of thralls about itself, to serve as both food and guardians.
The Arcane Devourer can cast the spells written within itself as if it were a Sorcerer. Once cast, the spells do not vanish but become inaccessible for a time, until the Arcane Devourer rests and gathers them once more. However, the Arcane Devourer cannot cast its most powerful spells (usually epic spells or spells higher than 9th level) since they serve as vital components of its sentience.
Most Arcane Devourers appear as ancient spellbooks, decorated with precious gems. The gems serve as the Arcane Devourer’s eyes.
Arcane Devourers speak Common, Draconic, and any three other languages. Most can also cast Tongues. An Arcane Devourer speaks magically, so it cannot speak in an anti-magic field.
COMBAT
Arcane Devourers fight behind their hosts of thralls and never venture into close combat, since they cannot deal much physical damage through their slam attack. They often attempt to flee to the furthest possible range from their targets, while still allowing them to cast their powerful offensive spells.
The DC of the Devourer’s special abilities is 10 + 6 (½ its HD) + 9 (Charisma modifier) = 25
Devour Secrets (Su): When a creature capable of casting arcane spells attempts to read the Devourer (a full-round action that causes it to lose its Dexterity modifier to armor class), the creature must make a Will save or suffer 1d4 negative levels. If the save is successful and the creature is affected by the Sympathy effect it immediately gains an additional save to end the effect. Otherwise, it is likely the creature will resume reading the Devourer on the next round as well. For every negative level the Devourer causes it heals 10 hit points. Excess hit points are temporary hit points that disappear in 1 hour, if not used beforehand. Devour Secrets cannot lower a creature’s effective level below 1. Casters that have no need for a spellbook gain a +4 bonus on saves against this ability. Whenever the negative levels cause a creature to lose a known spell there is a 20% chance the spell is added to the Devourer’s list of known spells and it gains an additional spell per day for that level (if it is of a sufficient level to cast the spell, at least). Spellcasters capable of casting epic spells are immune to this ability.
Enthrall (Su): Once a Devourer has drained a creature of 4 levels that creature must make a Will save immediately or become Dominated, as if by Dominate Monster cast at the Devourer's caster level. The creature must make the save again whenever it is drained by the Devourer's Devour Secrets ability. The Devourer may not influence a creature with a higher caster level with this ability and may only control twice its HD in casters.
Open (Su): This ability allows the Devourer to open itself while hovering in the air, as a full-round action, allowing any creature to gaze within. When this ability is used the Devourer loses its Arcane Deflection, Arcane Resistance, Damage Reduction, and Natural Armor bonus to armor class for 1 round. This is a gaze attack that compels all creatures capable of casting arcane spells within a 30-foot cone that are susceptible to take a full-round action to read the Devourer. The action must be taken as soon as possible. Casters that can cast epic spells are immune to this ability.
Grant Secret (Su): In some cases necessary for its survival the Devourer may grant one of its secrets willingly to another creature. Every time a creature saves against the energy drain ability of the Devourer it also has a 20% chance to learn one of its secrets.
When a creature is granted a secret willingly the Devourer chooses a spell from its list of known spells; if it is granted unwillingly, the spell is chosen at random. The target creature can then use the spell at the Devourer’s caster level, as a spell-like ability, as long as it has a sufficiently Intelligence score to cast spells of that level. Once a granted secret is used, it is forever lost (it is impossible to regain it by rest or anything else). If unused, a granted secret is forgotten within 1 minute. Granting a secret causes the Devourer 1 point of damage per level of the spell, the spell is erased from the Devourer’s list of known spells, and the Devourer permanently loses 1 spell per day for that level.
Natural Spellcasting: The Devourer can cast spells as a Sorcerer of its HD. It also ignores all spell components except material components that cost more than 1 gp and focus components. Such physical components must in some way be brought next to the Devourer, as it does not have limbs or anywhere to carry the components. Most Devourers start out with 120% - 1d4*10% of their spells due to having Devoured some and Granted others.
Spell Resistance (Su): The Devourer has 11 + HD Spell Resistance.
Freedom of Movement (Su): The Devourer’s movement is always smooth and uninhibited, as if affected by a Freedom of Movement spell (at the Devourer’s caster level).
Arcane Resistance (Su): The Devourer gains a Resistance bonus equal to its Charisma modifier to all saving throws.
Arcane Deflection (Su): The Devourer gains a Deflection bonus equal to its Charisma modifier to AC.
Anti-magic Weakness (Ex): The Devourer suffers 1d10 points of damage per round while in an anti-magic field, but the Devourer’s magical flight is unaffected by it.
Sympathy (Su): The Devourer is constantly radiating a magical aura that draws arcane casters towards it. All arcane casters must make a Will save when they enter the area within 60 feet of the Devourer. Failure causes them to desire to possess, touch, and finally read the Devourer. Even if the save is successful creatures must make an additional save within 1d6x10 minutes. Failure causes them to return to the Devourer’s area. If the Devourer reveals its sentience this effect works like Charm Monster. Affected creatures gain an additional save to end the effect within 24 hours. Casters that have no need for a spellbook gain a +4 bonus on saves against this ability. Casters that can cast epic spells are immune to this ability.
Sustenance (Su): By taking a standard action the Devourer can devour one of its own spells and heal itself by 7*spell level. This ability erases the spell from the Devourer’s spells known and permanently reduces its spells per day for that level by 1.
Aura (Su): The Devourer sheds an Overwhelming magical aura.
Skills: The Devourer has a +4 racial bonus on all Int-based skill checks and a +10 competence bonus on all Knowledge checks.
Treasure
The treasure left by the Devourer is itself; as it is a spellbook containing a large assortment of spells, though it can no longer teach the reader the arcane secrets it could have while it lived. All the Devourer’s spells known are written within the spell book, though at least 2d4*10% of them are unreadable due to the damage it has suffered. A Wizard could decipher it as any other spellbook. It is also highly ornate and covered with rare gems and various other decorations, meaning it could be sold for at least 15,000 gp even without the spells within it.
Thralls
The devourer is usually surrounded by multiple thralls, most of which are wizards. It may also be surrounded by other casters that haven’t become thralls yet, though casters affected by its Sympathy ability tend to be hostile to one another.