Karsite (CR 1)
Medium Humanoid (Human)
Alignment: Often neutral evil
Initiative: +0
AC: 17 (+5 breastplate, +2 heavy shield), touch 10, flat-footed 17
Hit Dice: 1d8+5 (9 hp); DR: 5/magic
Fort +4, Ref +0, Will -1
Speed: 30 ft. (20 ft. in breastplate)
Space: 5 ft./5 ft.
Base Attack +1; Grapple +2
Attack: longsword +2 melee or throwing axe +1 ranged
Full Attack: longsword +2 melee or throwing axe +1 ranged
Damage: longsword 1d8+1/19-20 plus magic drain; throwing axe 1d6+1
Special Attacks/Actions: Magic-draining attacks
Abilities: Str 13, Dex 11, Con 14, Int 10, Wis 9, Cha 10
Special Qualities: Human traits, spell healing, SR 11, spellcasting inability, 1st-level Warrior
Feats: Ability Focus (magic-draining attacks); Toughness
Skills: Climb -3, Intimidate +3, and Ride +3
Advancement: By character class
Climate/Terrain: Any land
Organization: Solitary, pair, strike team (3-7 plus 1 2nd-level sergeant and a leader of 3rd-6th level), or clan (20-50 plus 10% noncombatants plus 1 2nd-level sergeant per 5 adults, 2d4 5th-level lieutenants, 1d4 7th-level captains, and 1 leader of 8th-10th level)
Treasure/Possessions: Standard
Source:
Tome of Magic
Magic-Draining Attacks (Su): A karsite's melee attacks can weaken a foe's magic armor, weapon, or shield. If a creature struck in melee by a karsite fails a DC 12 Will save, one of the combat-oriented magic items (armor, shield, or weapon) in its possession is suppressed for 1 round. If a karsite knows a particular weapon, armor, or shield in his foe's possession is magical, he can choose to drain that item, provided that he can see it. Otherwise, the item is chosen randomly. Drained items still detect as magical, but the magic appears suppressed. The save DC is Charisma-based, and it includes the +2 bonus from the Ability Focus (magic-draining attacks) feat.
Spell Healing (Su): Whenever a karsite's spell resistance prevents a spell from affecting him, he heals 2 points of damage per spell level. Thus, if a 7th-level spell failed to penetrate a karsite's spell resistance, he would heal 14 points of damage.
Spellcasting Inability: A karsite cannot cast arcane or divine spells, even if he takes levels in a class that grants spellcasting ability. He can use spell-like abilities, psionic powers, and magic items normally.
A karsite advances into melee as quickly as possible. He prefers to engage foes that lack magic weapons, but if attacked with such an item, he focuses his attacks on that individual. A karsite generally saves enemy spellcasters for last in a fight, relying on his spell resistance to fend off their spells and his spell healing ability to keep him on his feet. He might try to capture enemy spellcasters for later torture, but if a particular spellcaster regularly penetrates his spell resistance, he changes tactics and attempts to defeat that enemy as quickly