Karsite

Medium Humanoid (Human) — CR 1

()Updated 3.5

Karsite is a D&D 3.5 monster from —. CR 1, HD 1d8+5 (9 hp).

Hit Dice
1d8+5 (9 hp)
Initiative
+0
Speed
land 30 ft, 30 ft. (20 ft. in breastplate)
Base Attack / Grapple
+1/+2
Attack
longsword +2 melee or throwing axe +1 ranged
Full Attack
longsword +2 melee or throwing axe +1 ranged
STR
13
DEX
11
CON
14
INT
10
WIS
9
CHA
10
Fort / Ref / Will
+4 / +0 / -1
Challenge Rating
1
Alignment
Often neutral evil
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
Standard
Level Adjustment
+2
Spell Resistance
11

Special Abilities

Magic-Draining AttacksSpell Healing

Feats

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

Description

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