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Magowights are undead magic users that were corrupted somehow by the Collapse of magic. While they are yet intelligent, they have become lost in their search for magical power to fuel their existence. If a magowight goes without absorbing any magic from another creature for a month, it begins losing 1 HD per day until it crumbles into dust at 0 HD.
Magowight is an acquired template that can be added to any living creature with 3 or more HD (referred to hereafter as the base creature). All magowights were once humanoids or monstrous humanoids. A magowight uses the base creature's stats and abilities except as noted below.
CR: Same as the base creature +2
AL: Any evil.
Type: The creature's type changes to undead. Do not recalculate class Hit Dice, BAB, or saves.
Senses: A magowight gains darkvision 60 ft.
Hit Dice: Change all Hit Dice to d8s including class Hit Dice unless they are already greater than a d8. As undead, magowights use their Charisma modifier to determine bonus hit points (instead of Constitution).
Defensive abilities
SR 15 + HD
Resistance cold, fire, electricity 10
Absorb magic (see below)
Special attacks
Save DC is equal to 10 + HD + Cha modifier. A magowight's caster level is equal to its HD plus any class levels as appropriate.
Drain magic (Ex): As a swift action, the look of a magowight can drain the uncast spells of a creature that casts spells as part of a class feature. The magowight can use this ability against any creature that it can see. If the target fails a Will save, it loses the highest level spell that it can currently cast. If it has more than one spell that qualifies, determine which specific spell is lost randomly. The magowight gains the ability to cast the drained spell using its Cast Spell special ability.
Special qualities
Mage hunter (Ex): A magowight can sense the magical ability of other creatures within 60 ft. regardless of whether they are visible or not. This ability does not allow the magowight to see them, but it does know their location. This ability is always active.
Detect Magic (Su): A magowight can use detect magic at will.
A magowight can absorb spell levels both offensively and defensively. A running total of the levels absorbed should be kept. A magowight has 1d4 spell levels per HD when first encountered. These spell levels can be used to power the magowight's own abilities as a standard action. The number in parentheses is how many spell levels are required to use that ability.
Heal self (1 to 3): Regain 1d8 hp per spell level used
Magic bolt (1 per target): The magowight makes a ranged touch attack against a target to do 1d4 damage of magical energy. Up to five bolts can be fired at once at targets up to 60 ft. away.
Magical burst (3): The magowight releases the magical energy within itself doing 3d6 damage to all creatures within 15 ft. Reflex save for half damage.
Cast spell (x): Using its stored magical energy, the magowight can cast any spell it currently is able to cast using up that ability. It takes the same number of spell levels as the level of the spell being cast.
Retribution (x): The magowight releases all of the magical energy it has absorbed at once in a dramatic and self-destructive explosion. Every creature within 60 ft. of the magowight takes 1d6 damage for every spell level the magowight possesses, Reflex save for half damage. The magowight does this immediately if reduced to 0 HP or less.
Ability scores Str +4, Dex +4, Int +2, Wis +2, Cha +2. As an undead creature, a magowight has no Constitution score.
Skills Magowights gain a +8 racial bonus to Spellcraft, Perception, and Stealth
Feats Magowights gain Combat Casting and Improved Initiative

Comments
For Cast Spell, does the
For Cast Spell, does the Magowight just draw upon the spells that it had access to in life? Or is there a magowight spell list?
They use the spells they had
They use the spells they had in life or the spells they have stolen.
So then, for DM's using
So then, for DM's using Magowights, I think we should have a spell level per Hit Die limit, maybe as per Sorcerers, and also have a not about choosing a few spells that the Magowight has already absorbed that it can cast during an encounter.
Might be interesting to use one of the random magic item tables, for wands perhaps, to focus on useful spells. I also like the idea of a Magowight not controlling what specific spells it can absorb, meaning it could have odd ones as well.
Having seen one in action
Having seen one in action yesterday, my main comment is that I think when they steal spell energy, it should be more dramatic - the energy should come sizzling out of the character and flash across the room to be absorbed by the laughing magowight.
I would also say that Retribution should be capped in how much damage it deals - 1d6 per HD, or even per two HD, since there is no theoretical limit to how much spell energy a magowight can store at any given time. It wasn't that bad in the scenario we were in, but I can easily imagine where a magowight is surrounded by 5th level characters who just downed it at last and it happens to have 12 spell levels stored...it's Retribution would be more powerful than a 10th level Wizard's fireball spell.
Should they be strong against all magic?
Or just arcane magic? Perhaps divine magic users should get a +2 to overcome the Magowight's SR and to resist the drain magic attack?
As I just said on Google
As I just said on Google chat, I'll be curious to see how this works out in play, but this is a great fit with the setting.