No. Enc.: 2d4
Alignment: Any Evil
Movement: 120' (Passwall at will)
Armor Class: 6*
Hit Dice: 2+2
Damage: 1d6 or Special
Morale: 4 (gains +1 every successful attack)
Special: On a successful attack, Aethyric Eels can cause CHAR damage, forcing the victim to make a Save or suffer the loss of 1 point of CHAR. Those victims who have been previously struck receive a cumulative -1 penalty to the next Save attempt. Victims reduced to 0 CHAR in this manner have their faces removed, leaving behind only their mouth in an otherwise featureless non-face. Survivors regain CHAR at a rate of 1 point per full day of rest, but their face, if removed, is permanently lost. There are rumors of spells and/or entities that might be able to give one a new face, rebuild the old one, or otherwise help restore the victim to a semblance of normality. Dopplegangers are believed to know how to stitch together new faces for those willing to trust them...and if you can meet their price...
*Aethyric Eels automatically subtract 1 from all damage caused by non-magical weapons used against them.
Sinuous, gelatinous denizens of the near aethyrial, these creatures squiggle and wriggle through the weird geometries and tumbled existential debris in search of faces to devour. Blind and faceless in their own right, the Aethyric Eels navigate by virtue of a form of ESP that seems to let them sense the presence of dreamers and spell-casters in particular. They are inordinately fond of taking away the faces of spell-casters, somnambulists, sleepwalkers, and the like. So much so that they will often forgo attacking easier prey in order to latch onto their preferred victims.
The supple quasi-material skins of Aethyric Eels can be preserved by immersing them within pink brine or vinegar. Skins preserved in pink brine can be converted into incredibly soft gloves that can enable the wearer to reach past walls or barriers. The skins kept in vinegar are better suited to making armor that affords the wearer an additional bonus against aethyric and similar (Immaterial) attacks, spells and effects. Both sorts of items require experienced master craftsfolk to produce; the kind of experts and adepts one would expect to find among Dobble-Kin, certain reclusive bands of Simulacra or 'gangers...