# Nishruu >[!rimg]+ > ![[Placeholder2.png]] > >[!debug]+ > >claws: 1d6 (×2) > >Melee/Ranged: +8/+8 > >Secondary: +3/+3 > >Multiattack: +6/+6 > >M/R_PA: +8/+8 > >2nd/PA: +3/+3 > >MA_PA: +6/+6 > >Itterative: 2 > > xDmg:: Str: +0; Str2: +0; StrOH: +0; StrPA: +0; StrPA2H: +0; StrPAOH: +0 > > xDCs:: Str: 14; Dex: 14; Con: 17; Int: 15; Wis: 16; Cha: 15 > > xFeat:: 4/5 (1) > > xClasSkil:: Fly, Knowledge (arcana), Knowledge (history), Knowledge (planes), Perception, Sense Motive, Stealth > > SaveDiff:: +/- 3 > > xLang:: 0/1 (1) <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</div> <div class="SYS">Dungeons & Dragons 3.5</div></div> CN Large Outsider (chaotic) **Init** +0 **Perception** +16 #### defense **AC** 9, 9 touch, 9 flat-footed (-1 size) **hp** 81 (9d10+36) **Fort** +6, **Refl** +6, **Will** +10 **Feint** 26, **Demoralize** 21 **DR** 10/magic **Immune** mind; **Resist** cold 10 **Weakness** vulnerable to spell abosorbtion #### offense **Speed** fly 20 ft. (perfect) **Melee** 2 claws +16 (1d6+5 plus grab) **Space** 10 ft., **Reach** 5 ft. **Special Attacks** charge magic, eat magic, gaseous form, healed by magic, swarm of bites, vulnerability #### statistics **Str** —, **Dex** 10, **Con** 16, **Int** 13, **Wis** 15, **Cha** 13 **BAB** +9, **CMB** +10, **CMD** 20, **TA** +8, **RTA** +8 **Feats** [[Alertness]], [[Improved Initiative]], [[Iron Will]], [[Toughness]] **Languages** #### special abilities ### Charge Magic (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. Charged spell trigger items (such as wands or staffs) gain 1d6 charged. These charges remain until used. The total number of charged cannot exceed the maximum number of charges for an item of its type. Magic weapons gain a +2 enhancement bonus, while magic clothing and armor gain a +2 enhancement bonus to armor class. These effects last for 9 hours, and are otherwise like greater magic weapon and magic vestment, respectively. ### 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. The touch of a nishruu drains 1d4 charges from a magic item that uses charges (such as a staff or wand), and supresses the abilities of a magic item that does not use charges (such as a magic weapon, or bracers of armor) for 1d4 rounds. Using a use a use-activated, spell-trigger, or spell completion item results in the item being expended, but has no other effect. Spellcasters within the space of a nishruu lose one randomly determined spell slot or preparred spell per round, and must succeed at a DC 15 Will save or be affected as if by a feeblemind spell. This effect lasts for as long as the spellcaster remains within the nishruu's space. The save DCs are Charisma-based. ~~Swarm (Ex): This creature is clearly a swarm, remake it using those rules. ### Gaseous Form (Ex) Since its body is composed of mist, a nishruu can pass through small holes or narrow openings. It also has damage reduction 10/magic and immunity to poison and is not subject to extra damage from critical hits. Though a nishruu is vulnerable to cold- and fire-based attacks, such effects cannot form inside its gaseous body. ### 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. ### Swarm of Bites (Ex) Like a swarm, a nishruu doesn't make standard melee attacks. Instead, it deals automatic damage to any creature whose space it occupies at the end of its move, with no attack roll needed. This attack is not subject to a miss chance for concealment or cover. A nishruu does not threaten creatures in its square, nor can it make attacks of opportunity with its swarm of bites attack. However, it distracts foes whose squares it occupies, as described above. ### Vulnerability (Su) A rod of absorption or ring of spell turning brought into contact with a nishruu has a 5% chance of destroying it immediately. The creature is absorbed with no harm to the item, though its color changes to a dusky red. If the item does not absorb the nishruu, it is negated in the same manner as other magic items. Salt is poisonous to a nishruu, and a handful of thrown salt deals 2d10 points of damage to the creature.