Once brilliant minds, now hollowed husks Burn Outs are the remnants of those who pushed magic beyond its limits. Their bodies smolder with residual energy, yet they can no longer wield it. Instead, their very presence snuffs out magic, leaving only silence where once arcane power thrived.
CR 3 (700 XP)
Medium Undead, Unaligned
Armor Class 10
Hit Points 55 (10d8 + 10)
Speed 20 ft.
STR 12 (+1) | DEX 8 (-1) | CON 12 (+1) | INT 3 (-4) | WIS 5 (-3) | CHA 5 (-3)
Damage Resistances Force, Psychic
Condition Immunities Charmed, Frightened, Poisoned, Exhaustion
Senses Darkvision 60 ft., Passive Perception 7
Languages Understands Common but cannot speak
Antimagic Aura. A 60-foot radius around the Burn Out is considered an Antimagic Field (as per the Antimagic Field spell, but nonmagical in nature). Within this area:
- Spells cannot be cast.
- Magical effects are suppressed.
- Enchanted weapons lose their magical properties.
- Summoned creatures are banished to their original plane until they leave the area.
- This effect cannot be dispelled, but ends immediately if the Burn Out is destroyed.
Magic Starvation. Burn Outs instinctively shamble toward sources of magic, drawn to spellcasters, enchanted objects, and areas of concentrated arcane energy. They display aggression toward creatures with spell slots, targeting them above all others.
Lingering Arcane Wounds. Though stripped of their spellcasting, Burn Outs still bear the scars of magic overuse. When they take radiant or lightning damage, they convulse violently, emitting a wave of force that knocks all creatures within 10 feet prone (DC 12 Strength saving throw to resist).
Mindless Husk. A Burn Out has no memories of its former life. It acts purely on instinct, slowly wandering toward magic-rich areas. If restrained, it does not resist unless harmed.
Actions
Mindless Slam.
Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 9 (2d6 + 2) bludgeoning damage.
Tactics and Use in Encounters
Goblins and Orcs Use Them as Shields. Burn Outs are often shackled or caged by orc warlords, hobgoblin spellbreakers, or goblin shamans to create safe zones against enemy mages. Some warbands have learned how to prod the Burn Out forward like a living siege engine against magic-wielding foes.
Terrifying in Mage Schools. A Burn Out stumbling into a wizard's sanctum is a worst-case scenario, causing absolute panic as spells flicker out and enchanted tomes are rendered inert.
Lair Guardians. Ancient ruins containing magic relics may be infested with Burn Outs, acting as unintentional wardens that prevent arcane tampering.
Unpredictable Threat. While they are not inherently hostile, their presence alone can be catastrophic in battles relying on magical strategy.