An iridescent carapace covers this tiny creature, with two bulbous, three-pupiled eyes in front and a spine-like tail protruding behind. Four pairs of pincer-tipped legs fidget incessantly beneath its shell. Its entire body shimmers, as if surrounded by unstable energy.
Illimulid CR 3
N Tiny magical beast
Init +3; Senses darkvision 60 ft., low-light vision; Perception +1
AC 18, touch 15, flat-footed 15 (+3 Dex, +3 natural, +2 size)
hp 22 (3d10+6)
Fort +5, Ref +6, Will +2
Speed 10 ft.
Melee touch +8 (attach)
Ranged force bolt +8 (1d3)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks dweomer leap, parasitic casting
Spell-Like Abilities (CL 3rd)
Str 3, Dex 17, Con 14, Int 1, Wis 12, Cha 16
Base Atk +3; CMB +4 (+12 grapple when attached); CMD 10 (26 vs. trip)
Feats Skill Focus (Use Magic Device), Weapon Finesse
Skills Stealth +15, Use Magic Device +8
Environment any urban or underground
Organization solitary, pair, or colony (3-12)
Dweomer Leap (Su) An illimulid that is targeted by a spell or within a spell’s area of effect can teleport into the caster’s square as an immediate action, effectively appearing mid-leap and aimed toward the caster. This ability takes effect whether or not the spell overcomes the illimulid’s spell resistance. The illimulid can immediately make a touch attack against the spell’s caster. This ability does not provoke an attack of opportunity.
Force Bolt (Sp) As a standard action an illimulid can fire a bolt of force at any foe within 30 ft. as a ranged attack. Each bolt deals 1d3 points of force damage. An illimulid’s force bolt can be blocked by a shield spell.
Parasitic Casting (Su) An illimulid that is attached to a spellcaster at the beginning of its turn can make a special Use Magic Device check against DC 11 + caster level. If successful, the illimulid activates one of the caster’s spells, as if she had cast the spell with the illimulid as the target or the center of the effect. The activated spell is chosen randomly from the caster’s prepared spells or spells known. Harmful spells activated by this effect always fail to overcome the illimulid’s spell resistance. Spells with a range of personal affect the illimulid instead of the caster. If the Use Magic Device check exceeds the caster’s Will save by 5 or more, an additional spell is activated.
The bane of all magic users, illimulids (colloquially called “magekiller crabs”) were named for their ability to hijack magical energies. Despite their meek appearance, these seemingly harmless creatures become dangerous when they latch onto a victim and start firing spells at point blank.
Terrestrial cousins of horseshoe crabs, illimulids eat mosses, fungi, and carrion, and shelter in cramped spaces to escape predators. Females lay hundreds of eggs at a time, but must siphon energy from magical discharges to prime them for fertilization. As a result, these typically docile creatures become active in the presence of spellcasters, scrolls, wands, and other magic items, triggering spell effects in order to quicken as many eggs as possible. Their preferred habitats and aggressive pursuit of spellcasters makes infestations a major problem in magical communities.
Armies opposed by mages sometimes outfit their platoons with caged illimulids, which can use their dweomer leap to ambush long-range spellcasters and wreak havoc behind enemy lines. Some soldiers tell tales of illimulids specially bred for war, immune to certain forms of magic and bearing pincers that can rip through armor.
Written by Nicholas Wasko
Artwork by Zul Fadhli Kamarrudin
Edited by William Ward