Spellscar Fext
Level 7Abilities
This monster regains the listed number of Hit Points each round at the beginning of its turn. Its Dying condition never increases beyond Dying 3 as long as its regeneration is active. However, if it takes damage of a type listed in the regeneration entry, its regeneration deactivates until the end of its next turn. Deactivate the regeneration before applying any damage of a listed type, since that damage might kill the monster by bringing it to Dying 4.
Trigger A creature Casts a Spell on the spellscar fext, and the spellscar fext either succeeds at its saving throw versus the spell or the caster fails the spell attack roll against the spellscar fext Effect The caster of the triggering spell undergoes a Wellspring Surge. Even if several spellscar fexts use this reaction after succeeding at a save against the same spell, the spellcaster undergoes only one wellspring surge.
A creature with void healing draws health from void energy rather than vitality energy. It is damaged by vitality damage and is not healed by vitality healing effects. It does not take void damage, and it is healed by void effects that heal undead.
Requirements The spellscar fext's last action was a successful fist Strike
The spellscar fext attempts a counteract check against a single spell affecting the creature (counteract rank 4, counteract modifier +17). If the check is successful, the creature also takes 6d6 mental damage (DC 25 will).
Description
Spellscar fexts are spellcasters who were destroyed by wild magic or wellspring surges they tried—and failed—to control. The magical feedback that snuffed out their life warped and animated their flesh, twisting them into shambling undead. Spellscar fexts stand 6 feet tall with disproportionately long arms that end in clusters of waving magical tendrils.
Almost all who became spellscar fexts entered the Mana Wastes to harness the power of the area's wild magic. Once transformed, the desire for magical power becomes a spellscar fext's singular motivation. The creatures focus their attacks on magic users they encounter, attempting to kill them and strip their magic. Unfortunately for a spellscar fext, their transformation makes their entire being inimical to magic. They're unable to cast even the simplest of spells. They grasp destructively at magic they can never hold.
Difficult for the unprepared to destroy permanently, spellscar fexts harry trade routes known for shipping magical goods and repeatedly attack arcane workshops on the borders of the Mana Wastes. They're particularly dangerous to spellcasters traveling alone, as battling the creatures might trigger a wellspring surge that could destroy the lone magic user.
As the fext's vulnerability to glass weapons has become more well known, enterprising gunsmiths in Alkenstar have begun crafting glass ammunition, an uncommon item that costs the same as cold iron ammunition.