Disruptive (3.5e Template)

Disruptive
Summary::Disruptive beings are those whose presence disrupts the focus needed to thread magic. Only supernatural powers and extraordinary abilities will work in their presence.

Spelleating creatures are beings whose mere presence disrupts the natural weave, connections to gods, and the psionic flow of others and in doing so preventing it from forming. Supernatural properties continue to exist, but new ones cannot be formulated in their aura. Only supernatural abilities and extraordinary powers can function near a disruptive creature. Born of a rare genetic quirk, certain individuals who have interested in destroying casters have developed a way to artifically mutate beings into disruptive creatures. These creatures may look normal at first, but one careful look into their eyes reveals their unusual nature, faint static haze reflected within.

Creating a Disruptive
Disruptive is both an acquired and inherited template which can be applied to any creature with an Intelligence score of at least 3.

Size and Type
Animals or vermin with this template become magical beasts, but otherwise the creature type is unchanged. Size is unchanged.

Armor Class
Disruptive creatures recieve a +4 dodge bonus against spells and spell-like abilities and attacks by summoned creatures.

Special Attacks
Dispelling Smite (Su): As part of a melee attack, a disruptive creature can dispel one magical effect currently on its target, making a dispel check of 1d20 + its HD. It can perform this once per day, and one additional time at 4th and every 4 levels beyond (8th, 12th, 16th, and so forth).

Magebane (Su): A disruptive creature gains +2 attack and +2d6 damage against any creature with spells or spell-like abilities. This stacks with the MagebaneMIC weapon enhancement.

Smell Magic (Su): Disruptive creatures have a sort of magical sense. They may act as they have scent against anything which would show up with detect magic and may spend three rounds studying the scent to gain information as per the spell.

Special Qualities
Disruptive Field (Su): An aura which radiates in a 30 foot radius out from the creature disrupts the flow of magic, psionics, and any other spell or spell-like ability. Any attempts to cast within one provoke a caster level check check equal to their 13 + HD, and they cannot cast defensively within the field. It is not an antimagic field, and so magical effects originating from outside the field can still get in.

Durable (Ex): Disruptive creatures are possessed of an extraordinary toughness. They gain an extra +30 hit points.

Magic Resistance (Ex): Disruptive creatures gain resistance 10 against any magically generated damage, be it fire, cold, acid, electric, sonic, force, or even untyped or divine damage. This does not stack with any energy resistance the creature has, you only apply the highest.

Mantle of Disruption (Ex): Disruptive creatures recieve a +1 racial bonus on saves against spells and spell-like abilities, plus an additional +1 every 5 levels (5th, 10th, 15th, and so forth).

Resonate Spell Resistance (Ex): Disruptive creatures have spell resistance equal to their HD + 15. In addition any effect which would grant spell resistance, such as from spells, armor, or other templates and racial properties, increases their spell resistance by +2 points each. Their spell resistance is always up, they cannot lower it even for friendly or harmless spells.

Abilities
+6 Str, +6 Dex, +6 Con

Environment
As base creature

Organization
As base creature

Challenge Rating
+CR::3

Alignment
As base creature

Advancement
As base creature

Level Adjustment
+Level Adjustment::3