| Ababila | |
| Magical Beast | |
| Hit Dice: | |
| Initiative: | |
| Speed: | |
| AC: | |
| Attacks: | Gore + |
| Damage: | |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
| Skills: | Hide + Move Silently + Sleight Of Hand + |
| Feats: | |
| Region: | D'Resh |
| Organization: | |
| Challenge Rating: | 4 |
| Advancement: |
| Abaquist | River Abaquist | |
| Tiny Aberration | Small Aberration | |
| Hit Dice: | 1d8 (4hp) | |
| Initiative: | +1 | |
| Speed: | Swim 30 ft. | Swim 30 ft. |
| AC: | 15 (+2 size, +2 dex, +1 natural) | |
| Base Attack/Grapple: | ||
| Attack: | Slam +1 (1 + poison) | |
| Full Attack: | 2 Slam +1 (1 + poison) | |
| Face/Reach: | 2.5 ft./0 ft. | 5 ft./5 ft. |
| Special Attack: | Illusions, Possession, Mild Poison | |
| Special Qualities: | Dreamwarp | |
| Saves: | Fort +0 Ref +2 Will +5 | Fort +1 Ref +3 Will +3 |
| Abilities: | Str 4 Dex 15 Con 10 Int 13 Wis 16 Cha 14 | Str 7 Dex 13 Con 10 Int 13 Wis 16 Cha 14 |
| Skills: | Bluff +5 Concentration +2 Hide +12 Listen +5 Move Silently +4 Sense Motive +4 | |
| Feats: | Ability Focus (Possession) | Ability Focus (Possession) |
| Region: | Orothe | Orothe or Paradwyn |
| Organization: | Solitary or school (2-7) | Solitary or school (2-5) |
| Challenge Rating: | 1 | 3 |
| Control: | -1 | +1 |
Skills (Ex): Abaquists of all varieties have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. An abaquist can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
The abaquist is a dream creature that resembles a jellyfish. It has two long manipulator tentacles that it uses to catch small prey; these tentacles contain a mild stinging toxin. However, the abaquist is quite intelligent, and - some say - malicious. Nevertheless, they are frequently used by Orothean magi because of their ability to seize control of an opposing creature.
Abaquists are usually solitary. They gather into small groups occasionally for protection, and to heighten the effectiveness of their magical abilities.
The abaquist will not choose to directly attack an opponent. Rather, it will use its illusions to distract and haunt its opponent. An abaquist can blend in the water fairly effectively, well enough for other creatures to overlook it. Then it will use its illusions to conceal its approach, finally possessing the opponent if it is too weak.
Illusions (Su): The abaquist can produce minor illusions - generally silent or with minor sounds (treat as a Minor Image spell). The abaquist can use this as often as desired. The illusions are limited to images which startle or unnerve the abaquist's target - magi have tried unsuccessfully to teach them other uses of their illusions.
Mild Poison (Ex): The abaquist's tentacles deliver a mild stinging poison. The poison is DC 11, with an initial and secondary damage of 1 Dex.
Possession (Su): The abaquist's most dangerous ability is its power to utterly possess a creature. This is similar to a Magic Jar, but the victim is still entrapped within its own body, with the abaquist in control. The abaquist must be within 30' of its prey to possess them; the victim makes a Will save (DC=13 + the abaquist's Cha Modifier, normally +2). If the victim succeeds the saving throw, the abaquist will not be able to possess him at all. However, if the victim fails, it remains motionless for a round; during that time the abaquist quickly moves towards its prey, and phases into the victim. From then on, the abaquist can control its victim unless it is somehow driven out.
If the abaquist was being controlled by a Dream Magi, that magus must now use the CR of the possessed creature to remain in control. If the possessed creature was originally being controlled by a Dream Magi, he may no longer voluntarily dismiss the creature. Many have been the mage that has been suddenly attacked by a creature he thought was a friend!
The River Abaquist is a larger, more aggressive variety of abaquist. It is common to both the deeps of Orothe and the warm jungle waters and rivers of Paradwyn. It has a larger body, and its tentacles have a longer reach.
Dreamwarp (Su): The River Abaquist has the ability to Dreamwarp itself. Magi summoning an individual river abaquist may dreamwarp it as it is being summoned.
| Aegris | |
| Magical Beast [Cold] | |
| Hit Dice: | |
| Initiative: | |
| Speed: | |
| AC: | |
| Attacks: | Bite + |
| Damage: | |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
| Skills: | |
| Feats: | |
| Region: | Nar |
| Organization: | |
| Challenge Rating: | 3 |
| Advancement: |
The aegris is a small, furred dream creature with six legs. The aegris is a jealous creature, envious of the connection that other magi share with their dream creatures - even if it has been summoned by its own magi. An aegris simply wants all the attention.
Bypass
Shatter
| Agovo | Black Agovo | |
| Large Aberration | Large Aberration | |
| Hit Dice: | 7d8 + 14 (46hp) |
9d8 +18 (59hp) |
| Initiative: | +3 (Dex) | +3 (Dex) |
| Speed: | Fly 60 ft. (average) | Fly (average) |
| AC: | 20 (+3 dex, +8 natural, -1 size) | 18 (+3 dex +6 natural -1 size) |
| Attacks: | 2 Claws +8 | Bite +10 |
| Damage: | Claws: d6+4 | 2d6+6 |
| Face/Reach: | 5ft. by 5 ft./10 ft. | 5ft. by 5 ft./10 ft. |
| Special Attacks: | Sonic Shriek | Disrupting Spores |
| Special Qualities: | Superior Darkvision, | Superior Darkvision, Deflecting Shadows |
| Saves: | Fort +4 Ref +5 Will +8 | Fort +5 Ref +6 Will +9 |
| Abilities: | Str 18 Dex 17 Con 14 Int 14 Wis 16 Cha 14 | Str 18 Dex 17 Con 14 Int 14 Wis 16 Cha 14 |
| Skills: | Hide +7 Listen +15 Move Silently +13* Sense Motive +7 Search +6 Spot +9 | Hide +9 Intimidate +8 Listen +13 Move Silently +10 Search +6 Sense Motive +6 Spot +11 Survival +7 |
| Feats: | Alertness, Fly-by Attack, Close-Quarters Fighting | Alertness, Hover, Snatch, Close-Quarters Fighting |
| Region: | Underneath | Core (Underneath) |
| Organization: | Solitary or flock (2-8) | Solitary or flock (2-8) |
| Challenge Rating: | 4 | 5 |
| Advancement: |
The agovo is an unusual creature. Like many of the creatures of the underneath, it shares traits with mushrooms and other fungal life forms. However, its body is similar to a bird's, with large wings which it uses to glide through caverns. Agovo perch on elevated caves where they cannot be easily attacked.
The agovo is sought after because it can provide inspiration and knowledge. It can emit a type of psychotropic spore which causes a person's mind to open up to new ideas, receive inspirations, or clues to problems. This is either a form of hallucination, or a method of accessing some great mind, or both. The Underneath magi refer to the Great Mushroom of Knowledge in connection with the Agovo.
The Agovo's Darkvision is even superior to most other Underneath creatures - it has a range of 180'. The agovo is also a silent flyer, and it does not emit any phosphorescence. It can therefore move quickly and quietly through the darkest of caverns, avoiding detection The agovo is large enough to be ridden for short distances. The Agovo has a +8 racial bonus to Move Silently checks while flying.
Hallucinatory Spores (Su): The hallucinatory spores of the agovo grants visions and ideas. The spore cloud surrounds the agovo in a 30 foot radius. Any creature failing a Fortitude check at DC 16 will experience hallucinatory visions (anyone may voluntarily fail this check). These visions are rarely specific, but offer glimpses of ideas, clues, or hidden knowledge. Usually these visions will be of things the affected creature has already seen, but seen in a different light. The spore cloud lasts 2d4 rounds, and can only be used 3 times per day.
Blindsight (Ex): Like bats, the agovo can 'see' by sonic echolocation. By emitting high-frequency sounds, the agovo can detect objects and creatures within 120 feet. This ability is negated by a silence spell.
Sonic Shriek (Su): An agovo can emit a sonic shriek three times per day. This is primarily a defense mechanism - the agovo is generally reluctant to use it in the Underneath, since the shriek echoes, giving away the agovo's location. It also hurts crystalline creatures (6d6, with a fortitude save for 1/2 damage, in a 60' cone). The shriek deafens all creatures within 30' of the agovo for 2d6 rounds (a Fortitude save negates this). The DC for the Sonic Shriek is 16.
The Black Agovo is a twisted version of the Agovo. It inhabits both the Core, and regions of the Underneath. The black agovo has no claws, but instead uses tendril-like growths along its lower body to stay erect when it is not in flight. The creature's mouth is much more pronounced, and it uses a vicious bite. The black agovo's darkvision is inferior to its cousin's, only extending to 120 feet. It also lacks the sonic echolocation ability.
The most dangerous thing about the Black Agovo is not its bite, but its spores. Like the agovo, the black agovo can emit psychotropic spores. The only difference is while an agovo's spores generally lead to beneficial enlightenment, the black agovo's spores lead to confusion and forgetfulness.
Disrupting Spores (Su): The spores of the black agovo can be used once every d6 rounds (but no more than 3 times a day). They affect any creature (other than the black agovo) breathing them as if affected by a Feeblemind spell, lasting for 2d4 rounds (a Will save at DC 17 negates the effect). The cloud surrounds the black agovo out to a radius of 50 feet.
Deflecting Shadows (Su): The black agovo can evoke a shadowy defense, giving it a +4 deflection bonus to AC. This can be done at will, and lasts for d6 rounds.
| Agrilla | |
| Large Magical Beast | |
| Hit Dice: | 9d10 + 36 (85 hp) |
| Initiative: | +5 (+1 dex +4 improved initiative) |
| Speed: | 40 ft. |
| AC: | 17 (+1 dex +7 natural -1 size) |
| Attacks: | 2 Claws +13 Bite +11 |
| Damage: | Claws d10+5 Bite d8+3 |
| Face/Reach: | 10 ft./10 ft. |
| Special Attacks: | Fear Aura, Imbue Fear Aura |
| Special Qualities: | Scent, Damage Reduction 5/-, Cold Resistance 5 |
| Saves: | Fort +10 Ref +7 Will +4 |
| Abilities: | Str 21 Dex 13 Con 19 Int 8 Wis 13 Cha 16 |
| Skills: | Balance +6*, Climb +10*, Jump +9*, Listen +4, Move Silently +3, Spot +4, Survival +3 |
| Feats: | Improved Initiative, Multiattack, Combat Reflexes, Power Attack |
| Region: | Kybar's Teeth |
| Organization: | solitary or pack (3-8) |
| Challenge Rating: | 6 |
| Advancement: |
The agrilla is a creature that lives in the highest reaches of mountains. Physically, it resembles a werewolf, but is much larger. It also has only two rock-hard talons on each hand.
The agrilla's fur is very thick, and protects it from the cold. The agrilla's fur is also somewhat unusual - it grows a new layer of furry skin; once the new layer is sufficient to keep it warm, the old skin is shed - almost molted - similar to a snake's. If cured quickly, this fur can be used for clothing. The agrilla's sharp claws are also molted by the same process.
The agrilla is a fearsome predator. Agrillas generally work in packs, but sometimes partner with other dream creatures. Agrillas are clever creatures, and will work together or with other creatures to place opponents at a disadvantage. Their tactical sense seems innate.
Fear Aura (Su): As a free action, the agrilla can create an aura of fear in a 20' radius (agrillas are immune to each other's fear auras), creatures within the affected area must make a Will save at DC17 to remain unaffected. This is identical to a fear spell cast by a 9th level wizard, but creatures stricken with fear will never strike at the agrilla even if cornered.
Imbue Fear Aura (Su): An agrilla can imbue an allied creature with a Fear Aura, identical to its own. The imbued creature must be within 60 feet; it radiates a fear aura identical to the agrilla's; the DC for the save is either 17 or (10 + 1/2 the allied creature's hit dice + Cha modifier), whichever is greater. The creature (and agrillas) are immune to the fear aura; the affected creature is also immune to any other agrilla's fear aura while imbued. The effect lasts for 2d6 rounds.
Skills: Agrillas have a +4 racial bonus on Balance, Climb, and Jump checks.
| Ainjer | |
| Small Magical Beast | |
| Hit Dice: | 2d10+2 [13hp] |
| Initiative: | +8 (+4 improved initiative, +4 dex) |
| Speed: | 20 ft. |
| AC: | 15 (+1 size, +4 dex) |
| Attacks: | Bite +3 |
| Damage: | ad8 |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Gnawing Bite, Improved Grab, Swallow Whole |
| Special Qualities: | Immunity to Diseases and Parasites |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str 10 Dex 18 Con 12 Int 6 Wis 12 Cha 14 |
| Skills: | Hide +7 Intimidate +3 Jump +1 Listen +2 Move Silently +7 |
| Feats: | Improved Initiative, Stealthy (B) |
| Region: | Bograth |
| Organization: | |
| Challenge Rating: | 1 |
| Advancement: |
The ainjers are nasty little creatures, fond of sneaking up on targets and biting or swallowing them. They tend to travel in large numbers, and will readily jump on any particular targets that they take a dislike to. Their bite is fearsome for such a small creature, and their gullet is enormous.
Ainjers have a vicious bite. Furthermore, they are fond of grabbing ahold of the target creature while they are attempting to bite, and hanging on. Their bite is strong enough to leave impressions in stone.
If an ainjer successfully bites its a medium-sized or larger creature, it will clamp on and continue to do damage every round. If it misses its target, check to see if a touch attack would have succeeded. If so, then the ainjer has clamped onto the creature (doing no damage), but will start gnawing into the hide or armor of the creature where it has latched on. Each round, roll damage, and subtract that number from the effective natural armor of the creature for that ainjer specifically as it bites thriough the hide of its target (separate ainjers are computed separately). On each following round, the ainjer may try a successful attack again; once successful, it will start to gnaw automatically, doing damage every round.
An ainjer can also swallow a Tiny or smaller creature on a successful attack (standard swallowing rules).
Immunity to Diseases and Parasites (Ex): The ainjer is immune to the effects of diseases and parasites. This does not prevent it from being a carrier.
| Akkar | |
| Large Magical Beast | |
| Hit Dice: | 8d10 + 48 [92hp] |
| Initiative: | +0 |
| Speed: | 40 ft. |
| AC: | 23 (-1 Size, +14 Natural) |
| Attacks: | |
| Damage: | |
| Face/Reach: | 5ft. by 10ft./5 ft. |
| Special Attacks: | Trample |
| Special Qualities: | Damage Reduction 10/-, Darkvision 120 |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str 28 Dex 10 Con 23 Int XX Wis 13 Cha XX |
| Skills: | |
| Feats: | Power Attack, Improved Bull Rush |
| Region: | Kybar's Teeth or Underneath |
| Organization: | |
| Challenge Rating: | 6 |
| Advancement: |
Akkars are large beasts that live in caves along mountainsides or deep within the earth. Their hide is thick and stone-like, while their claws are crystalline. Crystal also covers their back and the top of their skull.
Akkars are very hard to hurt with conventional attacks. Their stone-like hide is very dense. Small crystalline bits within the hide and the thickness of the hide itself cause most physical attacks to do very little to the akkar.
| Alaban | Alaban Kit | |
| Huge Dragon | Medium Dragon | |
| Hit Dice: | 10d12 + 50 (115hp) | 3d12+3 (23hp) |
| Initiative: | +3 (Dex) | +3 (Dex) |
| Speed: | Fly 80 ft. (average) | Fly 60 ft. (average) |
| AC: | 20 (+3 Dex, +8 Natural, -2 Size) | 16 (+3 Dex, +3 Natural) |
| Attacks: | Bite +16 | Bite +3 |
| Damage: | 2d8 +12 | d8 |
| Face/Reach: | 10ft. by 20ft./10 ft. | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Improved Grab, Constrict, Shock, Blast | Improved Grab, Shock, Blast |
| Special Qualities: | Electrical Resistance 15 | Electrical Resistance 10 |
| Saves: | Fort +12 Ref +8 Will +9 | Fort +4 Ref +6 Will +4 |
| Abilities: | Str 26 Dex 17 Con 21 Int 16 Wis 14 Cha 22 | Str 10 Dex 17 Con 13 Int 14 Wis 12 Cha 18 |
| Skills: | Appraise +8, Bluff +11 Diplomacy +16 Escape Artist +8 Heal +10 Intimidate +14 Knowledge (arcana) +8 Knowledge (Dream Creatures) +8 Listen +12 Magic Sense +12 Move Silently +7 Search +8 Sense Motive +12 Spot +15 | Bluff +8 Diplomacy +6 Escape Artist +7 Listen +5 Magic Sense +5 Move Silently +8 Search +5 Sense Motive +6 Spot +7 Survival +5 |
| Feats: | Flyby Attack, Ability Focus (for Blast), Power Attack, Hover | Flyby Attack, Hover |
| Region: | Arderial | Arderial |
| Organization: | Solitary, Mated pair or family (2 + 2-5 Kits) | Solitary or family (2 adults + 2-5 Kits) |
| Challenge Rating: | 6 | 2 |
| Advancement: | 4-6HD (medium) 7-9HD (large) |
The very rare alaban is a huge creature that resembles a snake, a Chinese dragon, or perhaps a couatl. It has iridescent fins, almost like those of a fish, but with the appearance of a butterfly's wing. Alabans are powerful creatures, and most opponents are quick to avoid the alaban's wrath.
When angered, an alaban can bite opponents, or even coil itself around an enemy, crushing it in its coils. The Alaban can also channel electrical energy along its body. An alaban constricting an opponent will do 2d6+8 damage; it may bite a separate target at the same time. The alaban will usually also shock the victim of its constriction at the same time.
Shock (Su): At will, the alaban can conduct electricity along its body. This is similar in effect to a Shocking Grasp spell, doing 1d8+10 electrical damage (Fortitude save for 1/2 damage at DC17). The alaban typically uses this in conjunction with its constriction; the alaban's bite cannot be used in conjunction with the shock (the charge is not strong enough in the head area). Using the Shock ability is a Free Action for the Alaban.
Blast (Su): The alaban can use a powerful, colorful breath-weapon blast attack to confuse its enemies once every d6 rounds. This attack is a 60' cone. Against most opponents, the blast causes confusion (Will save at DC 22; failure means creature is affected by an effect similar to a Confusion spell for 10 rounds). Against dream creatures, it has a far stronger effect. The blast actually disrupts the energy that dream creatures use to maintain their physical form, immediately returning them to the dream plane (requires a separate Will save at DC 22). The dream creature is neither killed nor forced into Slumber by this effect, but they are disoriented. The alaban can only use this attack three times per day, so it will use it sparingly.
The young of the alabans, known as kits, are also occasionally summoned independently of their parents. Alaban kits are curious about the physical world, and have not developed the sense of majesty that their elders possess. They also are more headstrong, and also easily lured by magi with evil motives. Although the kit lacks the strength and size to crush opponents within its coils, it can hold them fast after biting, wrapping itself around an opponent.
Shock (Su): The alaban kit can also generate a shock in a similar fashion as its parent, except the damage is 1d8+3 and the save is DC15.
Blast (Su): The alaban kit can also attempt to use the blast ability of its parents. However, the kit has yet to learn how to direct the blast, and therefore it will affect all creatures within a 20' radius. The effects are the same as for the adult's blast. However the save is DC13, and the confusion only lasts 3 rounds. Furthermore, the kit is automatically affected by the disrupting energy of the blast, automatically returning to the dream plane. It is immune to the confusion effect, however (not that this helps).
| Allio | |
| Large Magical Beast | |
| Hit Dice: | 10d10 + 40 (95 hp) |
| Initiative: | +1 (Dex) |
| Speed: | Swim 40 ft., Fly 20 ft. (poor) |
| AC: | 17 (+8 Natural,, -1 Size) |
| Attacks: | 2 Slams +15 |
| Damage: | 1d8+5 |
| Face/Reach: | 10ft./10 ft. |
| Special Attacks: | Douse |
| Special Qualities: | Fire Resistance 20, Scent, Tremorsense (Aquatic) |
| Saves: | Fort +11 Ref +7 Will +4 |
| Abilities: | Str 23 Dex 10 Con 19 Int 12 Wis 13 Cha 12 |
| Skills: | Listen +10 Intimidate +7 Knowledge (Cald) +6 Spot +4 Jump +8 |
| Feats: | Power Attack, Power Lunge, Improved Critical, Improved Bull Rush |
| Region: | Orothe, generally cooler waters |
| Organization: | Solitary or squad (2-5) |
| Challenge Rating: | 6 |
| Advancement: |
Allios are pugnacious guardians of Orothe. They prefer cooler seas, and deep waters. However, their sense of duty to the Orotheans ensure they frequently swim near Cald to protect the seas. They have a pair of small wings, which they use to leap from the water; in a round where they leap out of the water and use their wings for extra lift, they get their full move of 40ft even if much of it is above water.
An Allio generally senses movement in the waters, and uses their keen hearing to keep alert. Their eyes are small, and not too strong. Their sense of smell is also well-developed, though they have no nose - they smell by 'tasting' the water.
When allios venture into their cool, deep domains, they gather in small groups. They can be found relaxing in beds of kelp, chewing sea mosses for flavor. Allios are particularly fond of a type of moss that has a cool minty taste; Orotheans have cultivated this sea moss, and use it in candies. Allios are fond of experimenting with different tastes, and one that is summoned to a different region will frequently grab a handful of local flora just to be able to sample how it tastes. Allios don't actually need to eat plants - for them it is more of a pleasure.
Allios prefer to attack with their two huge fists. They like to leap from the sea, plowing into a target with a Power Lunge (see Sword and Fist for details on this Feat). But against Cald creatures, or other creatures composed of flame, the Allio does not hesitate to use its Douse ability.
Douse (Su): As a Standard Action, the Allio can conjure a torrent of water. This fills an area in a 10 foot radius of the target with a cascade of water, drenches a target thoroughly, and extinguishes all normal fires. Fire spells and abilities are almost impossible to use for the next d6 rounds - any spellcaster trying to magically start a fire must make a Spellcraft check against a DC of 16 to be able to cast a fire spell; creatures using fire-based supernatural abilities must succeed in a Fortitude check against a DC of 16. Fire-type creatures also take 10d6 damage (Fortitude save for 1/2 damage). The Allio can use this ability an unlimited number of times per day, but must wait 6+d6 rounds before it can Douse again. The range of its ability is 200ft.
Skills (Ex): An allio has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.| Lava Aq | |
| Small | |
| Hit Dice: | |
| Initiative: | |
| Speed: | Swim 40' (in magma), 10 ft if forced outside of the magma |
| AC: | (+1 size, +3 dex) |
| Attacks: | Bite + |
| Damage: | + 1d6 Fire |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Improved Grab, Blaze, Firestorm |
| Special Qualities: | Fire Subtype |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str 15 Dex 17 Con 13 Int 6 Wis 12 Cha XX |
| Skills: | |
| Feats: | Improved Grab |
| Region: | Cald |
| Organization: | Solitary or Mated Pair |
| Challenge Rating: | 4 |
| Advancement: |
The Lava Aq is a snake-like creature composed of molten rock and Dream Energy. They comfortably live in lava pools, and have fiery tempers to match. They have heads which appear to be made of igneous rock, but the rest of their body flows like magma. Aqs are frequently seen in pairs; Calders believe the creatures guard nests of eggs hidden under the lava.
Very few people see the entire Lava Aq; it keeps most of its body under the magma. When an Aq is summoned outside of Cald, it will always appear in a small pool of magma (5' diameter), which will mysteriously appear wherever it is convenient. If a creature moves beyond the Aq's range, it will submerge, and the pool will close. A round later, the Aq (and its pool) will appear within its normal swim range. Whether it teleports itself and its pool, burrows through the ground, or takes a shortcut through the Dream Realm is unknown.
The Lava Aq is very hot to the touch, since it is usually oozing with lava. Anything flammable touching a Lava Aq will burst into flame. Creatures striking the Lava Aq with natural weapons must make a Fortitude Save (DC XX) or catch on fire (see Catching on Fire on p. 86 of the DMG). A burning creature can take a move-equivalent action to extinguish the flame.
A lava aq's bite is strong, and it can seize an opponent with a bite and chew on it for a round. The Aq has an unusual mouth structure, having mandibles like an ant rather than jaws. A biting Aq can use the mandibles to hold onto a target that it has bitten (using an Improved Grab). Smaller or weak opponents that are drawn into the magma will take XXX
While the Lava Aq's fiery bite is quite painful, it has a secondary property. The bite of a lava Aq actually attempts to convert the energy of the target into flame. Normal creatures simply burn with the flame damage, but Dream Creatures suffer damage to the energy sustaining them. There is no actual difference in the damage or effect. However, a willing creature can let the Aq use it to power a Firestorm (see below).
Blaze (Su): As a standard action, the Lava Aq can cause the fiery magma that makes up most of its body to burn brighter. All creatures within a 10' radius take 2d6 damage (Reflex Save for half damage, with a DC of XX). Creatures held by the Aq's jaws do not get a save. The Aq can do this as often as desired.
Firestorm (Su): A Lava Aq biting a willing creature can transform all of the Dream Energy for that creature immediately into a huge blaze (the Aq does not have to damage the creature when doing this) . The other creature is forced back into the Dream Realm into Slumber. Meanwhile, the creature's energy blasts outward in a fiery gout of flame. This flame spreads for a radius equal to the hit points of the other creature (rounded up to the the nearest 5hp). All creatures in the area of effect take 4d6 damage (Reflex Save for half against a DC of XX). The Aq can actually use itself to trigger this ability.
| Arbolit | |
| Small Elemental (Fire) | |
| Hit Dice: | 2d8 |
| Initiative: | +5 (+1 dex +4 improved intiative) |
| Speed: | Fly 40 ft. (average) |
| AC: | 15 (+1 dex +1 size +3 natural) |
| Attacks: | 2 Slams +1 |
| Damage: | d4 + d4 fire |
| Face/Reach: | 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | Fire Subtype, Flame Body, Healing Flame |
| Saves: | Fort +0 Ref +4 Will +1 |
| Abilities: | Str 10 Dex 13 Con 10 Int 8 Wis 12 Cha 13 |
| Skills: | Heal +3 Spot +3 Listen +2 |
| Feats: | Improved Initiative |
| Region: | Cald |
| Organization: | Solitary |
| Challenge Rating: | 1 |
| Advancement: | 3-4 HD (small) 5-6 HD (medium) |
The Arbolit resembles a small Fire Elemental, except its arms are distinct, and appear to be separated from the main body of the arbolit. Still, the resemblance is enough to confuse foreign magi unfamiliar with this creature. The arbolit is generally related to the arbolls, and share many traits.
The Arbolit has a strange place in Cald culture. They are common, but they are also adored for their healing ability. Almost all Cald magi cultivate friendships with Arbolits, and the arbolits are content to follow them. The arbolit's flames also comfort Cald magi (who can resist the flames, of course). The arbolit is even used as a child's protector; an amused traveller once noted an arbolit cuddling up to a sleeping child.
Arbolits avoids combat, but will defend themselves if attacked. They are somewhat timid, and also prefer their role as healers.
Flame Body (Ex): An arbolit's body is composed of flame. Creatures struck by it or striking it take 1d4 damage from the flames.
Healing Flames (Su): By burning themselves out, an arbolit can heal other dream creatures. They envelop the creature, and merge their own fiery energy with the other dream creature. The target gains 3d8 hp, which may result in supercharging.
| Arboll | Arboll Stalker | Crystal Arboll | Giant Arboll | |
| Small Aberration | Small Aberration | Small Aberration | Large Aberration | |
| Hit Dice: | 5d8 | 4d8 | ||
| Initiative: | ||||
| Speed: | Fly 40 ft. (average) | Fly 40 ft. (average) | Fly 40 ft. (average) | Fly 30 ft. (poor) |
| AC: | ||||
| Attacks: | 2 Claws + | 2 Slams + | 2 Slams + | Slam + |
| Damage: | ||||
| Face/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 10 ft./10 ft. |
| Special Attacks: | ||||
| Special Qualities: | Fire Subtype | |||
| Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
| Skills: | ||||
| Feats: | ||||
| Region: | Naroom | Core | Undeneath | Cald |
| ograth | ||||
| Challenge Rating: | 3 | 4 | 2 | 4 |
| Advancement: |
| Ice Arboll | Lava Arboll | Ooze Arboll | Rock Arboll | |
| Small Aberration | Small Aberration | Small Aberration | Small Aberration | |
| Hit Dice: | 4d8 | |||
| Initiative: | ||||
| Speed: | Fly 40 ft. (average) | Fly 60 ft. (average) | Fly 30 ft. (average) | Fly 30 ft. (average) |
| AC: | ||||
| Attacks: | 2 Slams + | 2 Slams + | 2 Claws + | 2 Claws + |
| Damage: | ||||
| Face/Reach: | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. | 5 ft./5 ft. |
| Special Attacks: | ||||
| Special Qualities: | Cold Subtype | Fire Subtype | Immunity to Diseases and Parasites | |
| Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
| Skills: | Hide + | |||
| Feats: | Stealthy (B) | |||
| Region: | Nar | Cald | Bograth | Kybar's Teeth |
| ograth | ||||
| Challenge Rating: | 2 | 2 | 2 | 4 |
| Advancement: |
Arbolls are a type of creature common to several regions. They are best known for their ability to bolster other creatures or Magi. All arbolls can transfer their energy to other creatures - the exact mechanism varies depending on the type of arboll. They also all float by a natural form of levitation.
Power - Life Channel: 1: Discard Arboll from play to add four energy to any Magi.
"Instant energy right there, brother. Individually wrapped for convenience. Oh yeah." -Yaki, Naroom Tracker
In some senses, the Arboll Stalker is the antithesis of other arbolls. Rather than aiding another creature, the spiteful arboll stalker instead harms other creatures.
Hypnosis (Su): The Arboll Stalker can hypnotize any single creature looking at it.
Power - Healing Light: 1: Discard Crystal Arboll from play to add two energy to any Underneath Creature.
The Cave Rudwot turned to face him, and Wence took a step back. The lizard's eyes were taking on the glow of the fallen Arboll.
The diamond hard Arboll can be found darting around and lighting the darkness of the Underneath
The Giant Arboll is a larger version of the lava arboll
(from Ed Bolme):Gem-studded chunks of molten rock and pumice, lava arbolls are the workhorse of the Cald dream creature arsenal.
Lava arbolls are one of several Calder variations on the original Naroomese arboll concept. This version is made of molten lava, shaped into a ball and cooled just enough to maintain its shape. A large gemstone dominates the lava arboll's forehead, and smaller ones appear beneath its body and on the back of each hand. Hot magma pools in twin deep recesses provide the lava arboll with its glowing eyes
The arboll's two hands hover near the body, held there by the same magical forces that keep the lava arboll together. With two fingers and a thumb, the lava arboll's rocky hands are not particularly useful for fine manipulation, but they do excel at the lava arboll's primary duty: punching bad guys. This they enjoy doing.
Lava arbolls are a very common sight in Cald, both dream creatures and wild ones. They enjoy streaking across the night sky, leaving a superheated trail in their wake that glows for several seconds after their passing.
Every so often a shooting star appears in the sky, and at these times large numbers of lava arbolls zoom skyward, looking for the star and causing great mischief in Arderial.
COMBAT Lava arbolls tend to focus very hard on particular individuals. Typically, one foe will bear the brunt of the lava arboll's fists and head butt while another gets targeted with flare, the thought being that beating one enemy up handles that threat, and flaring others around helps negate their threat. If more than one lava arboll is engaged, this gets doubly troublesome for the unlucky pummeling target: they get hit by all sorts of fists and head butts, while everyone else gets nothing more than shiny lights.
Lava arbolls use their ability to fly to make flanking attacks, and are very conscientious about healing whichever of them may be suffering the worst.
Spell-Like Abilities: 2/day-cure light wounds.
Burn (Ex): Those hit by a lava arboll must make a successful Reflex save at DC 11 or catch fire for 1d4 rounds. Characters on fire can extinguish the flames as a move-equivalent action. Elemental: Immune to poison, sleep, paralysis, and stunning. Not subject to critical hits or flanking.
Fire Subtype (Ex): Fire immunity, double damage from cold except on a successful save.
Flare (Ex): The crystals on lava arbolls send refracted rays of light all around, some of which can be quite powerful. Every round as a free action, the lava arboll targets one opponent, who must make a Fortitude save at DC 13 or be dazzled for one round (suffering -1 to his next attack roll).
Light (Ex): The crystals on a lava arboll help disburse the light of their molten core, thus they are a light source that illuminates a radius of 20 feet.
Low-Light Vision (Ex): See page ##.
Power - Healing Flame: 2: Discard Lava Arboll from play to add three energy to any one Creature or Magi in play.
"Arbolits heal when they burn out.
It's just a day's work to 'em.
But Lava Arbolls' stronger flames
Can easily outdo 'em.
-"The Arbolit", verse 5
Ooze Arboll
Rock Arboll
| Aritex | |
| Magical Beast | |
| Hit Dice: | d8 |
| Initiative: | |
| Speed: | ft.Fly ft. () |
| AC: | |
| Attacks: | |
| Damage: | |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | Weave |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
| Skills: | Heal + |
| Feats: | |
| Region: |
Weave |
| Organization: | |
| Challenge Rating: | 5 |
| Advancement: |
The aritex resembles a stork or heron. It is usually found near the shallow riverbeds that cross through the Weave.
Weave (Ex): An aritex is connected to the empathic Weave.
| Icefield Ashryte | |
| Outsider | |
| Hit Dice: | d8 |
| Initiative: | |
| Speed: | ft. |
| AC: | |
| Attacks: | |
| Damage: | |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | |
| Special Qualities: | Cold Subtype |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
| Skills: | |
| Feats: | |
| Region: |
Nar |
| Organization: | |
| Challenge Rating: | 4 |
| Advancement: |
| Athik | |
| Medium Magical Beast | |
| Hit Dice: | 11d10 + |
| Initiative: | -1 (dex) |
| Speed: | 20 ft. |
| AC: | 19 (-1 dex, +10 natural) |
| Attacks: | Slam + |
| Damage: | |
| Face/Reach: | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Core Smite |
| Special Qualities: | Core Cleansing, Core Resistance 30, Darkvision 120' |
| Saves: | Fort + Ref + Will + |
| Abilities: | Str 15 Dex 8 Con 16 Int 14 Wis 15 Cha XX |
| Skills: | Hide + Listen + Magic Sense + Search + Spot + |
| Feats: | Power Attack, Improved Bull Rush, |
| Region: | Underneath |
| Organization: | |
| Challenge Rating: | 6 |
| Advancement: |
The athik is a snail-like creature with a stone-hard shell. The athik is an uncommon sight in the Underneath, but the creatures diligently search for signs of Core taint and cleanse it with their abilities.
Like many Dream Creatures of the Underneath, the athik can shed light. An athik produces light equal to a torch from its eyes, as well as from a pair of manipulating tendrils that grow from under its 'head'. These tendrils are also limber enough to manipulate objects or probe items, though they are not strong enough to be used for attacks.
Core Cleansing (Ex): Athiks are constantly surrounded by a field of cleansing energy, which disrupts any Core energies they come into contact with. This aura has no effect on Core dream creatures (though any Core creature feels uncomfortable around an Athik), but acts to disrupt any lingering Core energies, taint, or spells.
Core Smite (Su): An athik can use the cleansing aura offensively as well. When the athik attacks a Core magi, the cleansing aura disrupts the stored Core energy that the magi could call upon. The athik must succeed in a touch attack against a core (or shadow) magi. The victim must make a Will save (DC XX), or lose Xd6 points of Dream energy from their reserve. The athik can (and usually does) use this in conjunction with its slam attack. Half of the drained energy will return in xxx (round down), the rest will not return until the magi has had time to rest and replenish his Dream Energy.
| Ayebaw | Dark Ayebaw | |
| Large Magical Beast | Medium Magical Beast | |
| Hit Dice: | 10d10 + 20 (75hp) | 6d10 + 12 (45hp) |
| Initiative: | +12 (+8 dex +4 improved initiative) | +9 (+5 dex +4 Improved Initiative) |
| Speed: | Fly 180 ft. (good) | Fly 120ft. (good) |
| AC: | 20 (+3 natural +8 dex -1 size) | 18 (+3 natural, +5 dex) |
| Attacks: | Slam +14 | Slam +8 |
| Damage: |
Slam 2d8 + 6 |
Slam 2d6+ 3 |
| Face/Reach: | 10ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Wind Blast | Implosion |
| Special Qualities: | Hasted, Electrical Resistance 15 | |
| Saves: | Fort +9 Ref +15 Will +5 | Fort +7 Ref +10 Will +3 |
| Abilities: | Str 18 Dex 27 Con 14 Int 8 Wis 14 Cha 10 | Str 14 Dex 21 Con 14 Int 8 Wis 12 Cha 10 |
| Skills: | Spot +15 Listen +7 Intuit Direction +8 | Spot +10 Move Silently +9 Listen +4 Intuit Direction +5 |
| Feats: | Fly-by Attack, Improved Initiative, Wingover, XX | Fly-by Attack, Improved Initiative, XX |
| Region: | Arderial | Core (Arderial) |
| Organization: | Solitary or Flock (2-8) | Solitary or Flock (2-5) |
| Challenge Rating: | 5 | 3 |
| Advancement: |
The ayebaw is a very swift birdlike creature. It has two pairs of wings which function independently. Although the ayebaw is covered with feathers and resembles a bird, it has no beak or legs. Like most of the Arderial creatures, it spends its entire life flying. The ayebaw's bones are actually much stronger than a normal bird. It is able to take a fair amount of punishment, and is able to smash into a target without worry of fracturing bones. Whether its bones are magically strengthened or unusually shock-resistant is impossible to discover, of course.
The ayebaw's greatest asset is its speed. This agile creature of the sky can attack twice as fast as a normal creature. Its flight speed is unmatched among other Arderial creatures, and it is also able to strike an opponent, break away, and swoop for a second attack sometimes before its opponent can even react. While in combat, the ayebaw prefers to attack with a Fly-by attack
While the Ayebaw is an incredibly swift creature, its wing structure prevents anyone from being able to ride one. Ayebaw feathers are a valuable commodity, in part because of the difficulty had in collecting them and in part because their soft color changes from pink to lavender to pale blue, depending on the light and the time of day.
Haste (Ex): The Ayebaw is extremely quick. It gains an extra partial action each round as if affected by a haste spell.
Wind Blast (Su): As a normal action, the Ayebaw can use its wings to generate a powerful blast of wind. This is equivalent to a Gust of Wind spell from a 10th level arcane spellcaster.
The Dark Ayebaw is smaller than its Arderial cousin, and it only has a single pair of wings. It is not quite as swift a flyer as the Ayebaw, but its tactics are similar. It has an unusual
Implosion (Su): The dark ayebaw is best known for its quasi-suicidal implosion attack. This is similar to the first level Orothean spell Implosion, but the dark ayebaw must use itself as the center point of the implosion. This forces the dark ayebaw back to the Dream Plane as if it had been defeated, but it also does