# Sarkrith Spelleater
>[!rimg]+
> ![[Placeholder2.png]]
<div class="grid-container"><div class="MON">Sarkrith Spelleater</div>
<div class="CR">CR 13 (25,600 XP)</div>
<div class="SOU">Fiend Folio pg. 145</div>
<div class="SYS">Dungeons & Dragons 3.5</div></div>
LE Large Monstrous Humanoid
**Init** +8
**Senses** darkvision 60 ft., scent; **Perception** +19
#### defense
**AC** 24, 14 touch, 19 flat-footed (+4 armor, +4 Dex, +1 dodge, +4 natural, +2 shield, -1 size)
**hp** 218 (15d10+135)
**Fort** +14, **Refl** +13, **Will** +12
**Feint** 26, **Demoralize** 26
**Defensive Abilities** spell eater
**SR** 24
#### offense
**Speed** 40 ft.
**Melee** mwk longsword +23/+18/+13 (2d6+8/19-20), bite +17 (2d6+4)
**Ranged** mwk mighty composite longbow +19/+14/+9 (1d8+8)
**Space** 10 ft., **Reach** 10 ft.
**Special Attacks** dispelling ray
#### statistics
**Str** 26, **Dex** 18, **Con** 29, **Int** 16, **Wis** 13, **Cha** 7
**BAB** +15, **CMB** +24, **CMD** 39, **TA** +22, **RTA** +18
**Feats** [[Combat Reflexes]], [[Dodge]], [[Improved Initiative]], [[Iron Will]], [[Mobility]], [[Point Blank Shot]], [[Precise Shot]], [[Rapid Shot]], [[Shot on the Run]]<sup>B</sup>
**Skills** Climb +26, Intimidate +16, Knowledge (arcana) +18, Perception +19, Sense Motive +16, Stealth +20, Survival +19
**Languages** Common, Draconic, Infernal
#### special abilities
### Dispelling Ray (Su)
Spelleaters can generate a ray that cancels magical effects on anything in touches. The ray has a range of 150 feet and no range increment. The spelleater must make a ranged touch attack against the target. If the ray hits, in affects the target as a targeted _greater dispel magic_ spell cast by a 15th-level sorcerer.
### Mask Scent (Ex)
Once per day, a sarkrith can mask its scent, which prevents it from being detected with the scent ability. This ability lasts for 1 hour.
### Spell Eater (Ex)
Anytime a spell fails to beat a spelleater's spell resistance, the spelleater gains hit points equal to the level of the spell. These hit points first heal damage that the spelleater has taken. Extra hit points are treated as temporary hit points, and expire after 1 minute.
#### ecology
**Terrain** Warm forest and underground
**Organization** Solitary or with squad of thanes
**Treasure** Standard
**Advancement** By character class
The sarkrith wage a war that few understand. Beings of logic and cold calculation, sarkriths cannot abide the unpredictable although undeniably powerful forces of magic. To the sarkrith, peace means control, and magic in the hands of anyone is a symbol that the sarkrith do not have control.
The regimented society of the sarkriths has room for other races aside from those tractable enough to be obedient citizen-slaves. Patient and deliberate, the long-lived sarkriths never send soldiers into battle without planning and forethought.
On most worlds, the sarkriths have yet to come into real power. Their hidden subterranean city-states, while powerful, do not yet hold the numbers of sarkriths necessary to put the magic-wielding races surrounding them to the sword.
The heart of the sarkrith race, spell eaters drive the sarkrith’s hatred of magic and its effects. Spell-eaters rarely travel without a squad of thanes for protection. Like thanes, spell-eaters are physically powerful, scaled humanoids with reptilian features, and they stand over 9 feet tall. Spelleaters have light blue skin that dulls almost to gray as they age.
Other creatures find it almost impossible to negotiate with spelleaters. Spelleaters expect obedience from other creatures, and they have a difficult time even grasping the concept of an exchange of equals. One is simply stronger or weaker than another, and thus the chain of command is established. Since spelleaters are so obsessed with individual might, powerful creatures such as dragons sometimes attempt to establish dominion over groups of them, but spelleaters are never loyal to other races—in their eyes, all nonsarkriths are tainted by magic’s foul touch.
### Combat
Spelleaters are as cold and calm about battle as they are about everything else. Never seeming hurried and never making decisions based on emotion, spelleaters always direct thanes and their own attacks against spellcasters or other individuals obviously using magic.
When fighting in groups, spelleaters coordinate their attacks: Half their number strip their foes of magic with their dispelling rays, while the others attack with their bows.