Terithran (GEP)

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Lairing in tombs of protomatter adrift in the Deep, the humanoids known as terithran sleep until disturbed by powerful wizardly magic on an adjacent plane. Able to sense great feats of magic-even while sleeping in the Deep-the ugly, hairless terithran awakens in a foul mood. It rises angrily from its slumber, walks the mazes of its lair (filled with drained magical items and the bones of slain wizards), slips through the curtain of the offending plane, and finally punishes the offender, often dragging him back to the Deep. Chant has it that the terithran eats the heart of the offending wizard, though a terithran doesn't seem to require sustenance otherwise. The strange multidimensional maze that surrounds a terithran's sleeping chamber is said to contain the secret of the creature's power to jump between planes, but the truth remains dark.
Travelers in the Deep need to be wary of a terithran that's just polished off a wizard-for up to a week, a terithran might wait in its lair, unable to sleep, or perhaps even wander the Ethereal in its restlessness. Cutters encountering an agitated terithran should avoid the slightest provocation. Those who approach with a proper nonthreatening manner might gamer a bit of chant from the sleepless terithran, which communicates via telepathy when it chooses to communicate at all. What is the purpose of a terithran's deep sleep and its hatred of magic? No one really knows, but many outlandish theories have been presented over the years. 
Disturbed terithran can lash out with two sharp claws. Worse, angry terithran have a variety of magical powers at their disposal. When on other planes, a terithran is still shadowy and less substantial than is normal for a material creature. Most terithran transport their victims to the Ethereal to finish them off. They use their magical abilities to ward away a wizard's allies and rely upon their innate magic resistance to penetrate a spellcaster's defenses. (PLANESCAPE MONSTROUS COMPENDIUM Appendix III)
TERITHRAN: AC 3 {6}; MV 15 {JB}; HD 5+1; THAC0 15; #AT 2; Dmg 1d8+1/1d8+1 (claw/claw); SA Spell-like powers; SD Hit only by silver or magical weapons when on the Prime; MR 50%; SZ S (4' tall); ML average (9-10); Int low to average (7-9); AL N; XP 2,000. 
SA-Spell-like powers: Detect magic at will. Also can use the following four powers a combined total of 16 times per day (6/day when not on the Ethereal Plane):
* Blast of power. Inflicts 4d8 points of damage upon all within a 10-foot radius, save vs. spell for half damage. (Blast of power acts as a power word: stun on the Prime.)
* Drain power. Drains a wizard of all memorized spells or a magical item of all its power (or charges), save vs. breath weapon negates. Treat affected spelkasters as if they've used all their spells for that day
* Cause serious wounds. Augments the terithran's claw attacks so that each causes 2d8+ 1 points of damage. There is no saving throw to avoid this effect.
* Transportation. Allows the terithran to move back and forth between the Ethereal and the Prime. It can take one other creature along for the ride, although to transport an unwilling victim, the terithran must make a successful claw attack. The victim receives no saving throw to avoid the effect