Chalk swatted at the strange furry dog-like thing.
‘Valance, get that thing out of here!’ the wizard yelled.
Nodding the priest of the Spider God began a chant, moments later a trio of large, scary spiders chased the thing away, it howled in frustration and threw a spell at the arachnids as it left.
‘What was that thing?’ Koram asked.
‘I don’t know, but it stole a couple of my spells, I hope I never see one of those again,’ Chalk replied.
Unbeknownst to the group a half a dozen velonorv lay in ambush ahead.
The opposite of the Spell-derv is the Velnorv, a strange, dog-like bipedal creature with the face of a mastiff. Of fiendish origin these creatures reportedly can smell magic being cast and trail spellcasters to steal their magic. Left on the Material Plane to forage for themselves after being abandoned by a greater infernal, these creatures sometimes work with bandits and outlaws to render opponents weaker for their allies to dispose of. A tell-tale sign of their presence is the mark of little hoofprints on the ground, for these canine bipeds have the feet of tiny goats and leave strange small hoofprints everywhere. Waking up to hundreds of tiny goat-like prints reveals either one very busy velnorv or a pack of the creatures.
Velnorv: HD 3 AC 5; AL:Chaotic;Atk Weapon (dagger)(1d4), Bite (1d4) or Claw (1d4) ; Move 15 ; Save 11; CL/XP 4/80; Special: Spell Leech the velnorv can steal one or two spells from an illusionist or magic-user once per day (as a touch attack) and use these spells as their own, using a keen sense of smell to detect spellcasting within 150′. In addition these creatures known 1d4 1st-5th level spells from the Illusionist or Magic-user list.