Spinar
| Statistic | Value |
|---|---|
| Climate/Terrain | Quasi-Elemental Plane of Lightning |
| Frequency | Very Rare |
| Organization | Group |
| Activity Cycle | Any |
| Diet | Magnetic Fields |
| Intelligence | Animal (2-4) |
| Treasure | Nil |
| Alignment | Neutral |
| No. Appearing | 1-6 |
| Armor Class | 8 |
| Movement | 12" Fl A |
| Hit Dice | 4 |
| THAC0 | 17 |
| No. of Attacks | 1 |
| Damage/Attack | 1-2 |
| Special Attacks | Spasms, Surprise |
| Special Defenses | Weapon Immunity |
| Magic Resistance | Nil |
| Size | L (9' diameter) |
| Morale | Fanatic (17-18) |
| XP Value | 650 |
Description
The Spinar is a being drawn from the magnetic polarity of the quasi-elemental plane of lightning. 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. It is nearly invisible to sight, unless the observer is able to detect its magnetic effects. It can easily pass through most solid materials without effect; as long as there is even a weak magnetic field present that it can use to levitate. The Spinar is particularly attracted to ferrous metals and will spend much of its time seeking such materials in an effort to return to its homeland.
Combat
When it comes upon a heavily armed and armored group of medieval warriors, the Spinar can easily run amuck. The weapons and armor of the warriors will be dragged and flung about by the powerful magnetic field. The Spinar can manipulate any ferrous metals in the vicinity as per the telekinesis spell cast at the 10th level of experience. There is little the victims can do to protect themselves, as this creature is immune to non-magical weapons and most invocation spells. A successful hit from a magical metal weapon will merely confuse the being as per the confusion spell. Any electrical attack will slow a Spinar, and neutralize any metal telekinesis abilities for 1d4 rounds.
An attack from a Spinar will cause only minor electrical burns, but a saving throw versus paralyzation is needed to avoid the nerve scrambling effect of its touch. Any target that fails this saving throw loses 1d6 points of Dexterity, recovered at the rate of 1 per round after 3 rounds.
Due to the transparent nature of a Spinar, unless it is making its presence known by moving metal around it is all but undetectable. Characters suffer a -4 to their surprise roll on encountering a Spinar.
Habitat/Society
Unless dislodged from its habitat by some means, it 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 the world. 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.
Ecology
The Spinar seems to have a steadying effect on certain strong magnetic fields on the quasi-elemental plane of lightning. If they are dislodged from their natural place in this world all sorts of strange auroras and electrical effects occur in the vicinity. These beings neither provide sustenance for other beings nor consume life forms in their home plane.