Spelk
Spelks are oddly coloured, lumbering beasts resembling elks with a glint of malevolent intellect in their beastly eyes.
Size/Type: Large Magical Beast
Hit Dice: 1d10 (5 hp)
Initiative: +0
Speed: 50 feet (10 squares)
Armor Class: 9 (-1 size), touch 9, flat-footed 9
Base Attack/Grapple: +1/+5
Attack: Gore -4 melee (2d4)
Full Attack: Gore -4 melee (2d4)
Space/Reach: 10 ft./5 ft.
Special Attacks: Spells
Special Qualities: Darkvision 60 ft., DR 35/magic, easily dispelled, low-light vision
Saves: Fort +2, Ref +2, Will +2
Abilities: Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 11
Skills: Decipher Script +1, Knowledge (arcana) +4, Spellcraft +7, Swim +0, Use Magic Device +4
Feats: Magical AptitudeB, Iron Will
Environment: Temperate and cold forests
Organization: Solitary or herd (8-190)
Challenge Rating: 24
Alignment: Always neutral evil
Advancement: By character class
Level Adjustment: +18
Combat
Spelks use magic. This makes them invincible. Flee!
Easily Dispelled (Su)
A spelks body is partly composed of pure magical energy. This is why they are so powerful. However, this same thing makes them vulnerable to effects that suppress magic. If a spelk is trageted by or is present in the target area of a Dispel Magic, Greater Dispel Magic, Mage's Disjunction spell or similar spells and effects, it must make a Fortitude save (DC=the caster's dispel check) or suffer 1d10 points of damage per level of the spell affecting them.
Spells
Spelks cast arcane spells as a 1st level wizard, a 1st level bard and a 1st level warmage.
Spelks cast divine spells as a 1st level druid, a 1st level favoured soul and a 1st level shugenja.
Skills
Spelks have a +2 racial bonus on Knowledge (arcana) and Spellcraft checks.