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Magnemite (3.5e Monster)

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Magnemite
Size/Type: Tiny Elemental (Metal, Electricity)
Hit Dice: 1d8 (4 hp)
Initiative: +1 (+1 Dex)
Speed: fly 30 ft. (perfect)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
Base Attack/Grapple: +0/-11
Attack: Slam -1 melee (1d3-3 + shock)
Full Attack: Slam -1 melee (1d3-3 + shock)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Spell-like Abilities, Shock
Special Qualities: Elemental traits, Mindless, Hardness 10
Saves: Fort +2, Ref +3, Will +0
Abilities: Str 4, Dex 13, Con 11, Int —, Wis 10, Cha 10
Skills: Craft (Metalworking) +5, Listen +5
Feats:
Environment: Any land and underground.
Organization: Usually solitary.
Challenge Rating: 1
Treasure: Standard (metal only)
Alignment: Usually Neutral
Advancement: 2-4 HD (Tiny)
Level Adjustment:


Magnemites are elemental spirits from the plane of metal. Their bodies are composed of bits of worked steel held together magnetically in a sphere. They travel to the material plane through rifts that appear in strong electrical discharges such as thunderstorms. Once in the material world they scour the lands for worked metal.

Magnemites keep some bits of worked steel they acquire, but what causes them to decide what to keep and what to throw away is a mystery. Magnemites hover about using self-generated magnetic fields, and continue flying even in an antimagic field.

In cosmologies that do not have a separate elemental plane of metal, Magnemites are instead considered to be subtype [Earth].

Combat Edit

Shock (Ex): A Magnemite inflicts an extra 1d3 electricity damage with its slam attacks. This damage can be normal or nonlethal as the Magnemite desires.

Mindless: Magnemites have no traditional abilities of rational thought - and are unreachable by telepathy. A Magnemite is immune to mind-affecting effects.

Spell-like Abilities (Sp): At will: shocking grasp, mage hand, detect magic, as a Sorcerer of a level equal to its hit dice.

The sample Magnemite has a save DC of 10 + spell level for spell-like abilities.

Skills: Magnemite have a +5 racial bonus on Craft (metalworking) and Listen checks. They may use Craft as though they had an Intelligence modifier of +0.


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