Spinar

elemental · CR 4 · from Book of Beasts II · by Robert J. Hall
Spinar
StatisticValue
Size/TypeLarge Elemental (Air, Incorporeal)
Hit Dice4d8+8 (26 hp)
Initiative+1
SpeedFly 30 ft. (good) (6 squares)
Armor Class10 (-1 size, +1 Dex), touch 10, flat-footed 9
Base Attack/Grapple+3/―
AttackTouch +3 melee (1d8 electricity plus disruption)
Full AttackTouch +3 melee (1d8 electricity plus disruption)
Space/Reach10 ft./5 ft.
Special AttacksTelekinesis, disruption
Special QualitiesNatural invisibility, incorporeal traits, elemental traits, blindsight 120 ft., immunity to electricity
SavesFort +3, Ref +5, Will +2
AbilitiesStr ―, Dex 13, Con 14, Int 4, Wis 13, Cha 8
SkillsSpot +4, Tumble +5
FeatsFlyby Attack, Weapon Finesse
EnvironmentElemental Plane of Earth
OrganizationSolitary
Challenge Rating4
TreasureNone
AlignmentAlways neutral
Advancement5–8 HD (Large)
Level Adjustment―

Description

The spinar is a complex electro-magnetic being formed from twists of magnetic polarity. The shape of a spinar is roughly that of a torus, floating and wobbling in mid-air with the central opening perpendicular to the ground. Normally it is nearly invisible to sight, unless the observer is able to detect its magnetic effects. Spinars can easily pass through most solid materials without harm, as long as there is even a weak magnetic field present that can be used for levitation. The spinar is particularly attracted to magnetized ferrous metals and will spend much of its time seeking such materials to draw upon the field energies.

Unless dislodged from its habitat by some means, a spinar is content to bathe itself in a powerful magnetic field. If summoned from the field, it becomes confused and irrational, often moving at random and dragging along bits and pieces of iron and other ferrous materials it may find lying about. The only location where it can again find contentment is in the liquid metal core of a planet.

This creature has little comprehension of the surface world, other than to know it is mostly barren of iron. The weak magnetic field at the surface confuses the directional sense of the spinar, so it seems to move without purpose.

The spinar seems to have a steadying effect on certain strong magnetic fields on their native dimension. If they are dislodged from their natural place all manner of strange auroras and electrical effects occur in the vicinity. These beings provide neither sustenance for other beings nor consume life forms in their dimension.

Combat

Spinars have little to fear from most living beings, and will act without regard for possible threats from a foe. They seek to drain magnetic energies, and will attack in order to draw upon power sources or refined metals. In addition to inflicting a sharp shock, their attack can disable sensitive electronic equipment, electric motors, and power conduits.

Disruption (Ex): A spinar's touch attack deals electrical damage from the spinar's charged body. Creatures hit by a spinar's touch attack must also succeed on a DC 14 Fortitude save or be dealt a point of Dexterity damage and be stunned for 1d4 rounds. The save DC is Constitution-based.

Creatures hitting a spinar with all-metal melee weapons, natural weapons, or unarmed attacks take electricity damage as though hit by the spinar's attack, and also take Dexterity damage and become stunned unless they succeed on their Fortitude save. The effect of successive disruptions is cumulative upon the victim.

Telekinesis (Ex): The spinar can manipulate any ferrous metals as the telekinesis spell (caster level 10th.)

Natural Invisibility (Ex): This ability is constant, allowing a spinar to remain invisible even when attacking. The natural invisibility is inherent and not subject to the invisibility purge spell. However they can be detected by devices that sense fluctuations in nearby magnetic fields.

Blindsight (Ex): Spinars can sense the presence of any ferrous metals and magnetic fields from up to 120 feet away. They can also sense the faint magnetic field emitted by metal objects and living creatures. Beyond that range, they treat all targets as having total concealment. Strong magnetic fields will block the blindsight ability within the radius of effect, and will provide total concealment to anything behind the field.

All 820 monsters in the Netbook Bestiary