Magner

Hit Points 30 + 3d10
DV1 / DV2 5 / 5
Attack Value 5
# Attacks 1
Weapon Type Heat Beam
Damage Special
Saving Throws 10+
Speed Walk (1)

Magners are sentient crystalline rock formations. They cover an area of a few dozen square feet. Magners can collect, store, and transfer heat, which they use to cause damage to unsuspecting prey. They can sense vibrations in the sand and can detect movement at a range of 60 feet.

When prey enters within 60 feet, the magner focuses a beam of heat upon the victim. This attack requires a d20 attack roll, but the magner must only strike the victim’s DV2. The heat beam causes 1d4 actual damage to a victim having no armor or wearing padded, leather, or studded. Victims wearing ring or chain armor sustain +2 damage, and victims in banded or plate armor sustain +4 damage. The creature may employ one beam per combat turn.

In addition to the beam attack, magners radiate immense heat and inflict 1d4 actual damage to all melee adversaries in each combat turn. This damage is automatic and does not require a d20 attack roll. In addition, these creatures are immune to heat and do not sustain damage from fire or fire-based attacks.

Magners thrive in hot, arid areas such as deserts. They kill animals and other creatures to devour them. When satiated by a large meal, a magner submerges beneath the sand until its hunger returns.