# Nishruu
>[!rimg]+
> ![[Placeholder2.png]]
*Hundreds of grasping hands, probing eyes, and gaping, hungry mouths churn within a great sphere of red mist. Lurid, red light glows and pulses within it.*
<div class="grid-container"><div class="MON">Nishruu</div>
<div class="CR">CR 6 (2,400 XP)</div>
<div class="SOU">Lost Empires of Faerûn pg. 186</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
CN Tiny Outsider (chaotic, swarm)
**Init** +0
**Senses** darkvision 60 ft.; **Perception** +16
#### defense
**AC** 12, 12 touch, 12 flat-footed (+2 size)
**hp** 86 (9d10+36)
**Fort** +8, **Refl** +6, **Will** +10
**Feint** 26, **Demoralize** 21
**Defensive Abilities** healed by magic
**DR** 10/magic
**Immune** mind-affecting, ; **Resist** cold 10
**Weakness** nishruu weaknesses
#### offense
**Speed** fly 20 ft. (perfect)
**Melee** swarm (2d6 plus distraction and eat magic)
**Space** 10 ft., **Reach** 0 ft.
**Special Attacks** death throes, feeblemind
#### statistics
**Str** 1, **Dex** 10, **Con** 16, **Int** 13, **Wis** 15, **Cha** 13
**BAB** +9, **CMB** +10, **CMD** 20, **TA** +8, **RTA** +8
**Feats** [[Alertness]], [[Great Fortitude]], [[Improved Initiative]], [[Iron Will]], [[Toughness]]
**Skills** Fly +18, Knowledge (arcana) +13, Knowledge (history) +13, Knowledge (planes) +13, Perception +16, Sense Motive +16, Stealth +10
**Languages** Protean
#### special abilities
### Consume Spellcasting (Su)
Any spell cast from within a Nishruu's space automatically fails, and heals the nishruu for a number of hit points equal to the level of the spell that was cast. Command word and spell completion items also fail, healing the nishruu for 1 hit point.
### Death Throes (Su)
When a nishruu is slain, its body dissipates and drifts away, returning some of its consumed magic to the items worn or held by those in the nishruu's space when it dies. Spell trigger items (such as wands or staffs) gain 1d6 charges, which remain until used. The total number of charged cannot exceed the maximum number of charges for an item of its type. Magic weapons are armor are affected as if by _greater magic weapon_ and _magic vestment_ as cast by a 9th level caster.
### Eat Magic (Su)
Nishruus feed on magic. They absorb any magical energy that they comes in contact with, be it from spell casters or magic items. Creatures within a nishruu's space must succeed on a DC 15 save of have their magic items drained. Any carried spell-trigger items permanently lose 1d4 charges, while any other worn or wielded magic items are suppressed for 1d4 rounds. Spellcasters must succeed on a second DC 15 will save or lose one random prepared spell or spell slot.
### Feeblemind (Su)
A nishruu can emit a buzzing tone that disrupts spellcasters within 30 feet. Such creatures must suceed on a DC 15 Will save or be affected by _feeblemind_ for 1d4 rounds. This is a sonic effect.
### Healed by Magic (Su)
Any spell or spell-like that would affect it instead heals a nishruu. Any damaging spell or spell-like ability targeted on a nishruu or including it in its area of effect heals 1 point of damage for every 3 points of damage it would otherwise deal. Any non-damaging spell heals it one point of damage per spell level. If the amount of healing would cause the nihsruu to exceed its full normal hit points, it gains any excess as temporary hit points which persist for 1 hour.
### Nishruu Weaknesses (Su)
Salt is poisonous to a nishruu, and affects it in a manner similar to how holy water affects undead. A handful of salt can be flung at a nishruu as a touch attack, which deals 2d4 damage.
A nishruu that comes into contact with a creature a ring of spell turning, a rod of absorption or a creature affected by _spell turning_ must succeed on a DC 15 Fortitude save or take 2d6 damage. If it rolls a natural 1 on this save, it dies. This does not prevent a nishruu from using their eat magic ability on such items and suppressing them.
An _antimagic field_ brought into contact with a nishruu deals 4d6 damage per round to the nishruu.
#### tactics
#### ecology
**Terrain** Any land
**Organization** Solitary
**Treasure** none
**Advancement** 10 –15 HD (Large); 16–27 HD (Huge)
Because these weird, misty creatures from another plane eat magic, they can wreak havoc with spellcasters and magic items. Nishruus were first encountered in the Moonshae Isles, but they can be found anywhere that magic is practiced. They constitute a persistent nuisance in the magic-forging workshops of Thayan enclaves. In the Old Empires of Mulhorand, Unther, and Chessenta, the nishruu is known as a hakeashar.