Monstrous Compendium Annual, Volume Two • Old Empires
Climate/Terrain: | Any |
---|---|
Frequency: | Very Rare |
Organization: | Solitary |
Activity Cycle: | Any |
Diet: | Magic (see below) |
Intelligence: | Highly (13-14) |
Treasure: | Nil |
Alignment: | Chaotic neutral |
No. Appearing: | 1 |
Armor Class: | 10 |
Movement: | 3 |
Hit Dice: | 9 |
THAC0: | 11 |
No. of Attacks: | 0 |
Damage/Attack: | Nil |
Special Attacks: | Absorb magic |
Special Defenses: | See below |
Magic Resistance: | See below |
Size: | L (12’ diameter sphere) |
Morale: | Elite (14) |
XP Value: | 2,000 |
A hakeashar, also known as an Eater of Magic, appears as a bright red, misty sphere. Their bodies pulse and glow as they drift about. They can seep through finger-width cracks with great ease.
Hakeashar are relatives of the nishruu. These weird, thankfully rare creatures are believed to be from another plane. Within the red mist comprising the body of a hakeashar are hundreds of grasping hands, probing eyes, and gaping, hungry mouths.
Combat: Hakeashar have no attacks. Fire and physical attacks affect them normally; hits are automatic if the attacker is enveloped by a hakeashar. Cold attacks do half damage, but magical fire and cold cannot form within a hakeashar and do no damage. If magical fire or cold contact the outside of a hakeashar's body area, they deal one round of damage and are then absorbed harmlessly by the monster. (No hit points are gained for absorbed cold- and fire-based spells.)
Hakeashar move fearlessly and relentlessly toward sources of magic within 60 feet, taking full damage from physical attacks.
The unique structure of the hakeashar and its diet of magic have the following effects in combat:
When a hakeashar is slain, its body dissipates, losing luminosity and hue, seeming to sink to the ground and drift away. Any magical item within its body area when it is slain, or any magical weapon slaying it, even if no longer in contact with the body, receives a magical bonus of 1d6 additional charges, or a second use in the case of a one-shot item, such as a scroll or an magical arrow. Potions, memorized spells, artifacts, and items that do not have charges are not augmented.
If a rod of absorption or a ring of spell turning is within the body area of a hakeashar, there is a 5% chance of instantly destroying the creature upon contact (regardless of the wishes of the owner). The magic-absorbing and -warping capabilities of the items interact with the magical substance of the hakeashar and fully absorb the creature. The item change color to a dusky red, but otherwise suffer no effect. If this doesn't occur upon contact, the item is affected as normal by the hakeashar.
Habitat/Society: Hakeashar are not native to the Prime Material plane, and are suspected natives of one of the Outer Planes. On the Prime Material Plane, they appear to be solitary creatures.
A hakeashar has the ability to give 20% of the number of spells or charges absorbed to a person, but this is done very unwillingly; this is usually an action done on its original plane in exchange for transport to the Prime Material Plane (or vice-versa).
Ecology: Hakeashar feed on magic, and their bodies correspondingly pulse and glow as they drift about. Hakeashar can sense magic within a 600-foot radius; and they always move toward the greatest concentration of magic within that aera. If a hakeashar encounters a wild magic zone, it tends to stay within its environs due to the background magic (unless powerful magic sources draw it out of the area). Their life spans are measured in centuries.