Mana Devourer
Mana Devourer Level 11 Elite Soldier
Large Shadow Humanoid (Undead) XP 1,200
Initiative +8 Senses Perception +10; Darkvision
HP 220; Bloodied 110
AC 28; Fortitude 21, Reflex 25, Will 25
Immune disease, poison; Resist 15 necrotic; Vulnerable 5 radiant
Saving Throws +2
Speed 6
Action Points 1
d4-bm.gif Touch of Shadow (standard; at-will)
Reach 2; +15 vs Reflex; 2d6+7 damage and the target is marked.
d4-m.gif Devour Magic (standard; usable only on a marked target; at-will) * Necrotic
Reach 2; +15 vs Will; 1d8+7 damage and the target loses its lowest unexpended encounter power from the Arcane, Divine, or Primal power sources. The Mana Devourer gains a number of hit points equal three times the power's level.
Mystical Defense
The Mana Devourer gains a +2 bonus to all defenses verses Arcane, Divine, or Primal Power Sources.
Alignment Evil Languages Common
Skills Stealth +13
Str 16 (+8) Dex 16 (+8) Wis 11 (+5)
Con 16 (+8) Int 16 (+8) Cha 24 (+12)
Notes A Mana Devourer leaves a silvery substance behind when slain. This substance can be used to empower rituals, and counts as 1d4 Healing Surges for a ritual's cost. In addition, a Mana Devourer may, out of combat, drain a magical item permanently; this process takes a few minutes: perhaps one for a low level item to five or more for a high level item. Such an item is rendered entirely non-magical.