Dweomerborn
Large Aberration (Incorporeal)
Hit Dice: 10d8+30 (75 hp)
Initiative: +3 (+3 Dex)
Speed: 60 ft.
AC: 15 (–1 size, +3 Dex, +3 deflection)
Attacks: 2 claws +8 melee
Damage: Claw 1d8+2
Face/Reach: 10 ft. by 5 ft. /10 ft.
Special Attacks: Magic drain
Special Qualities: Damage reduction 10/+2, incorporeal, spell-like ability, spell immunity
Saves: Fort +6, Ref +6, Will +11
Abilities: Str 14, Dex 16, Con 17, Int 12, Wis 15, Cha 17
Skills: Concentration +9, Disguise +6, Hide +10, Knowledge (Arcana) +7, Knowledge (Astronomy) +7, Knowledge (Spelljamming Lore) +7, Move Silently +5, Spellcraft +9
Feats: Iron Will, Power Attack, Sunder
Climate/Terrain: Any Space
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral evil
Advancement: 11–15 HD (Large); 16–30 HD (Huge)

    Dweomerborn appear as wispy, distorted large humanoids with long delicate fingers that are tipped with a long talons.
    The dweamorborn are not known to speak any known language.

Combat
    The dweomerborn use their claws in combat to defend itself. It usually goes straight to the most magic using creature or the creature with the strongest magical items among the crew of spelljammer ships.
    If a dweomerborn is targeted with a rod of cancellation, it must make a Will save DC 20 or be destroyed. A successful save results in 2d10 points damage.
    Improved Grab (Ex): To use this ability, the dweomerborn must hit a medium-size or smaller opponent with both its claw attacks. If it gets a hold, it then drains a spell from a spellcaster. Every round it mantains its hold on the spellcaster it drains another spell from the spellcaster (see Magic Drain below).
    Incorporeal (Su): Can be harmed only by other incorporeal creatures, +2 or better magical weapons, or magic, with a 50% chance to ignore any damage from a corporeal source. Can pass through solid objects at will, and own attacks pass through armor. Always move silently.
    Magic Drain (Su): A dweomerborn drains from magic items and spells from spellcasters. To do this the dweomerborn must hit the spellcaster or use a sunder attack on a magical item. Magical item sundered by a dweomerborn must make a Will save DC 18 or lose its magic permanently. Spellcasters lose one spell at random form the spellcaster's memory if spellcaster memorizes spells or one spell slot form spell casters that cast arcane spells without preparation.
    The dweomerborn always ignores artifacts, relics and the spelljammer helm.
    After draining 20 levels of magic, the dweomerborn leaves the ship and returns to the void.
    Spell Immunity (Su): Dweomerborn ignore the effects of spells and spell-like abilities, except illusions, just as if the spellcaster had failed to overcome spell resistance.
    Spell-Like Ability: A dweomerborn has the following innate spell-like abilities, each usable seven time a day: detect magic, identify, invisibility. All spell cast as a 10th level Sorceror.

In the Spheres
    Magical energy may linger sometime after a magical spell is casted or magical device is used. Dweomerborn are formed from the 'exhaust' trail that is produced by spelljamming ships using major or minor spelljamming helms. This magical energy trail is invisible to the eye but is detectable by detect magic. Dweomerborn usually subsist only on the magical 'exhaust' of a spelljamming ship, but as it grows even this energy is not enough to sustain it. The more powerful the dweomerborn becomes the more it consumes. It is for this reason that only dweomerborn of 8HD or greater are encountered.
    The chance for a dweomerborn to form in the course of normal spelljamming is about 4% chance each month of continue use, even then it could take another 8 weeks for it to 'grow' to a point where the ship's magical 'exhaust' no longer sates it hunger. No more then one dweomerborn is ever found trailing a ship.


Dweomerborn, © 1990 Wizards of the Coast, Inc.
d20™ System, Conversion of Dweomerborn ©2002, Flits3 and Mark Doolan
Original Source: Monstrous Compendium #9



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