This creature was slowly developed as an antidote for magical trapped areas in my dungeon, essentially if using standard rules, either the traps would be too much why would the areas still be around? This race is a way for lower level adventurers can go through these areas because the Vottinna cleared the magical traps. They are sometimes still in the dungeon but most often as strangers to this world, they reside in monasteries where they may be expected to follow the rules but not to talk a lot, which helps them to avoid giving unpopular information.
Vottinna CR 5
Medium-Size Humanoid LN
Init +7; Perception + 8
DEFENSE
AC 18 (+3 dexterity, +4 wisdom, +1 Monk AC Bonus), 18 Touch,
18 Flat-foot
hp 32
(5d8+10)
Fort: +6 Ref + 7 Will + 7
Morale 16
OFFENSE
Speed 40 ft.
Attack: +3 Unarmed Strike (1d8)
Full Attack: +2 Unarmed Strike X 2 (1d8)
Special Attacks: Stunning Attack, Ki Strike (Silver, Magic)
STATISTICS
Abilities: Str 10, Dex 16, Con 14, Int 10, Wis: 18, Cha 12
Base Atk +3; CMB 13 CMD 16
Feats: Blind Fight, Improved Initiative, Dodge
Skills Appraise +5, Diplomacy +10, Perception +8, Disable Device +8, Sense Motive +5, Knowledge (Arcana) + 5
Special Qualities: Nullify Magic, Evasion, Still Mind, Pure
Body, Curse Magic and Drain Magic
Languages: Common, Elf
ECOLOGY
Environment: Monastery or Obelisk
Organization: Solitary or Band (2-7)
Treasure: Half Standard
The Vottinna are an elusive and mysterious light blue-furred race with a
severe hatred of magical items. Most have long, overflowing bluish-black hair, large ears tipped both on top and below, and small black orbs for eyes. Their long arms end in hands, whose fingers are always curled, they are unable to straighten them. They are able to mate with almost any other humanoid, but their children are never Vottinna half-breeds, only when two Vottinna mate does the blood line run true.
They are often trusted members of peaceful monastic or religious
orders, but few people suspect their motivation. They usually have complex plans to
cause misery to the cause of arcane magic but strangely not to individual casters of magic. Adventures may encounter a Vottinna
if they acquire a cursed magic item and need to rid it from their
possession. Many times there is a trade-off, getting paid in a powerful arcane item in payment for retrieving a cursed item. While they abhor a wizard’s created items, they sometimes use
clerical ones in the most dire of circumstances, but they will feel need to
purge their bodies of the unholy action.
Generally, they are peaceful and friendly but they never willingly share information or their beliefs. It is strongly assumed they come from another world or dimension, and they gravitate towards monasteries because those places are open to strangers.
Combat
They fight as monks at the same level as their HD. They use their stunning blow
as often as possible, and never hesitate to use their unique abilities to
counteract magic.
Nullify Magic: Each spell has a maximum potency (DC or
effective level), if a Vottinna can overcome this by making a full round attack
and treating this as a target AC, they cancel the spell effect out immediately.
A 10th level wizard, with a 16 intelligence casting a 2nd level spell will have
a normal DC of 15; this would be the target AC the Vottinna would have to beat.
Any feats or magical devices which increase the DC, likewise increases the DC
the Vottinna needs to beat.
Curse Magic: Any item used on to cast a spell on a Vottinna
has a chance to be temporarily cursed to either backfire or simply not work (DM
to decide, based what is the worst possible outcome.) The likelihood is a Will
DC based on the level of the Vottinna (10+ effective level of the Vottinna.)
There is no effect on passive magic items, such as a sword or item of
protection.
Drain Magic: Once a day, if a Vottinna can grasp an item for
one full minute, they can permanently drain the magic from the item. There is
no save if the item has an effective level less then the Vottinna. Otherwise,
it is a power check based on the Vottinna’s level.