Dweomervore (CR 7)
Alignment: Usually chaotic neutral
Initiative: +7; Senses: darkvision 60 ft., low-light vision, Listen +9, and Spot +9
Languages: Common, Auran, and Draconic. Tongues SA
AC: 23 (+1 size, +7 Dex, +5 natural), touch 18, flat-footed 16
Hit Dice: 6d12+12 (51 hp)
Fort +7, Ref +12, Will +5
Speed: 30 ft., fly 60 ft. (good)
Space: 5 ft./5 ft.
Base Attack +6; Grapple +2
Attack: Tail +14 melee
Full Attack: Tail +14 melee and 2 wing slashes +9 melee and bite +9 melee
Damage: Tail 1d6 plus tail barbs; wing slashes 1d4; bite +9 melee 1d4
Special Attacks/Actions: Breath weapon, spell-like abilities, tail barbs, telekinetic filch
Abilities: Str 10, Dex 24, Con 15, Int 16, Wis 11, Cha 18
Special Qualities: immunity to magic sleep effects and paralysis, magic drain
Feats: Skill Focus (Use Magic Device); Weapon Finesse; Wingover
Skills: Concentration +11, Hide +20, Knowledge (arcana) +12, Listen +9, Move Silentry +16, Sleight of Hand +16, Spellcraft +14 (+16 deciphering scrolls), Spot +9, and Use Magic Device +20 (+22 scrolls)
Advancement: 7-12 HD (Small); 13-18 HD (Medium)
Climate/Terrain: Temperate forest
Organization: Solitary, pair, or gang (2-4)
Treasure/Possessions: Standard, double charged magic items
City of Splendors: Waterdeep
Breath Weapon (Su): A dweomervore has a unique telekinetic breath weapon that it can use once every 1d4 rounds. It can duplicate the combat maneuver or violent thrust versions of the telekinesis spell (caster level 10th), with a maximum range of 100 feet. Its breath weapon manifests as shimmering golden waves of force.
Since it can affect creatures of up to 210 pounds, the dweomervore can pick up and hurl most creatures of Medium size or smaller (Will DC 11 negates). Against larger creatures, it must employ a combat maneuver or settle for hurling other objects at its target. A dweomervore cannot maintain its telekinetic breath weapon after its turn ends, so it usually chooses maneuvers such as bull rush, trip, or disarm that can be resolved on its turn (its modifier for resolving these attempts is +14).
Telekinetic Filch (Su): A dweomervore can use an effect similar to a telekinesis spell to manipulate objects weighing ~j pounds or less at a distance of up to 60 feet. Unattended non-magical objects receive no saving throw against this attack, but attended or magic objects can attempt a DC 17 Will save to resist. The save DC is Charisma-based. A dweomervore can manipulate objects in this manner with amazing grace, and if it wishes to take an object from a person without being detected, it can make a Sleight of Hand check to do so. Dweomervores are fond of stealing improperly stowed wands and scrolls from the pockets of unwary victims by using this ability.
Magic Drain (Su): As a full-round action, a dweomervore can place any charged magic item (for example, staves or wands in its mouth and consume 1d6 charges. Each charge consumed in this manner is drained without activating any of the object's powers, and each charge so drained cures the dweomervore of points of damage. Excess hit points gained in this manner are gained as temporary hit points, and they persist for 1 hour. A dweomervore can only have a number of temporary hit points equal to its full normal total.
Spell-Like Abilities: At will - blur, color spray (DC 15), daze (DC 14), detect magic, identify, invisibility, reduce person (DC 13), see invisibility, obscuring mist, tongues. Caster level 7th. The save DCs are Charisma-based.
Tail Barbs (Ex): A dweomervore's tail is studded with numerous razor-sharp barbs. These barbs can inflict terrible wounds. A wound caused by the creature's tail continues to bleed at the rate of 1 point of damage per round. The bleeding persists until it is magically healed or staunched with a DC 1~ Heal check. Multiple hits result in cumulative bleeding damage.
Skills: Dweomervores have a +4 racial bonus on Use Magic Device checks.