Magi-Nation: Creature Listing

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Magi-Nation d20 Home Page - Dream Creatures - Creature Listings


Bagala

Bagala Bagala Cub

Bagala Hunter

Large Magical Beast Small Magical Beast Large Magical Beast
Hit Dice: 7d10 + 21 [59hp) 5d10+5 [32 hp] d8
Initiative: +8 (+3 dex, +4 improved initiative)
Speed:

50 ft

30 ft. 50 ft.
AC: 19 (+3 dex, +6 natural)
Attacks: 2 Claws + Bite + 2 Claws + Bite + 2 Claws + Bite +
Damage: Claw d8+6, Bite d8+6 Claw Bite Claw Bite
Face/Reach: 10 ft./5 ft. 5ft./5 ft. 5ft. by 5 ft./5 ft.
Special Attacks: Flanking Attack, Improved Grab, Rake Flanking Attack, Mewl
Special Qualities: Scent, Pack Roar Scent Scent
Saves: Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 22 Dex 17 Con 17 Int 10 Wis 14 Cha 12 Str 12 Dex 17 Con 13 Int 9 Wis 12 Cha 12 Str 26 Dex 17 Con 17 Int 14 Wis 14 Cha 15
Skills:
Feats: Improved Initiative, Combat Reflexes, Dual Attack
Region: Paradwyn Paradwyn Paradwyn
Organization: Pack Pack Pack
Challenge Rating: 5 3 7
Advancement:

Bagala

Bagalas are a feline dream creature common to the jungles of Paradwyn. Unlike most felines, bagalas are pack creatures, and combine stealthy hunting skills with pack tactics. They are very dangerous as a pack, and work together instinctively. They are very protective of each other, particularly the cubs of the pack.

A bagala's fur resembles plant fiber more than animal fur; it is somewhat tougher than normal fur. This gives the bagala additional protection while sacrificing little in the way of extra weight or bulkiness. Bagala fur even sprouts leaf-like growths in places, particularly under the jaw. These leafy whiskers function similarly to normal feline whiskers, allowing the bagalas to sense movement of prey.

Larger bagalas may even allow themselves to be ridden, but only for short distances. Only smaller or lighter individuals would be allowed to ride them though.

Flanking Attack (Ex): Mature Bagalas gain a +3d6 damage bonus when attacking a flanked target, as if they were a rogue. Bagalas work together very efficiently to bring down prey.

Pack Roar (Su): When preparing for a hunt (though never while on a hunt, of course), bagalas will frequently roar to alert their fellows. This roar actually can be heard in the dream realm, allowing other bagalas to magine themselves into the real world to participate. Usually a pack is in either the Dream Plane or the Moonlands, but if it is split somehow, this allows the bagalas to find each other again.

Rake:

Skills: All varieties of bagala have a +4 racial bonus to Hide, Move Silently and Balance checks.

Bagala Cub

Bagala cubs are frequently found wandering around in the jungle. Once they are weaned, the cubs are free to wander - within reason. They are never too far from the eyes - and claws - of an attentive packmate. Since the cubs mewling can be heard easily, the cubs are allowed considerable latitude to explore.

Bagala Cubs are sometimes adopted by Paradwyn magi. Their playfulness is infectious.

Mewl (Su): The Bagala Cub cannot roar like its parents. However, its cries still cross into the Dream Plane. A baga cub in distress will call for its family and pack with a loud mewling; this mewling is almost certain to attract nearby bagalas, who are certain to pounce on anything threatening their cubs.

Flanking Attack (Ex): The bagala cub can flank like its parents; the damage is only 1d6 though.

Bagala Hunter

Bagala Hunters are a larger, more powerful form of bagala. They are not actually elder bagalas, but a different breed entirely. Bagala Hunters are solitary, and do not have the social need for a pack. Unlike their fellows, they prefer to hunt alone. However, they still will assist a pack hunt if in the area, and they will defend the cubs of the pack as fervently as any bagala mother.

A bagala hunter's coat is a dark purple or indigo color. They also can vary their stance from quadupedal to bipedal for short periods of time; their forelimbs are more developed.


Balamant

Balamant Balamant Pup Lava Balamant Wandering Balamant
Medium Magical Beast Small Magical Beast Large Magical Beast
Hit Dice: 9d8 + 6d8 + 8d8 +
Initiative:
Speed: 40 ft. 40 ft. 50ft.
AC:
Attacks: 2 claws + , bite + 2 claws + , bite + 2 claws + , bite + , horns +
Damage:
Face/Reach: 5ft. by 10 ft./5 ft. 5ft. by 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Double Damage Charge (with horns)
Special Qualities: Scent, Scent, Fire subtype
Saves: 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 21 Dex 15 Con 18 Int XX Wis 12 Cha 6
Skills: Hide+ Magic Sense + Move Silently+
Feats: Power Attack, Improved Bull Rush, Improved Critical (horns)
Region: Naroom Naroom Cald Naroom (Any)
Organization: Pack Pack Pack
Challenge Rating: 6 4 5
Advancement:

Balamants are ferocious and loyal. Balamants live in packs, and their pups are cared for by all members of the pack. Physically, they resemble a cross between a dog and a lion.

Balamant

Power - Hunt: 2: Remove four energy from any Magi.

You can try to hide your trail.

Rarity: R

Balamant Pup

The young of the Balamant, also known as the Balamant Pup, is XXX. By the time they emerge to take part in the pack, they stand about 12-18 inches at the shoulder.

Power - Support: 2: Add two energy to any other Creature. Add one additional energy if it is a Balamant.

Balamants protect their young, and vice versa.

Rarity: UC

Lava Balamant

The Lava Balamant shares similar traits to its forest cousin, but it has adapted to life in the harsh environment of the Cald. Its hide is much thicker, and does not have any fur at all; the lava balamant actually glows like it were made of lava. It drinks magma to quench its thirst. Furthermore, it has a pair of horns which are as hard as diamonds, which glow a bright yellow from the heat. As the lava balamant gets more agitated, the horns grow brighter.

While the Balamants of Naroom prefers to hunt prey singly, stalking it through the forest, the Lava Balamant prefers simply to chase down prey as a pack. Their charge is particularly fearsome; when an entire pack of Lava Balamants charges, the light from their horns is bright enough to be seen for a considerable distance

Effect - Charge: If Lava Balamant attacks, add one energy to it before energy is removed.

"Now that line down there looks like a lava stream, but it's really a charging pack of those Lava Balamants." -Stradus, Arderial Warrior

"When a pack of these creatures begins its charge, you cansee the light from the clouds" - Shimmer

This ferocious beast has horns as hard as diamonds and can often be found near lava pools drinking hot magma when it is thirsty.

Wandering Balamant


Baldar

Baldar Ballistic Baldar Giant Baldar Thoughtful Baldar
Medium Monstrous Humanoid Medium Monstrous Humanoid Huge Monstrous Humanoid Large Monstrous Humanoid
Hit Dice: 12d8 + 48 11d8 + 17d8 + 13d8 +
Initiative:
Speed: 30 ft. 30 ft. 40 ft. ft.
AC: 19 (+9 natural) 19 (+9 natural, +2 dex) 21 (+13 natural, -2 size) 19 (+10 natural, -1 size)
Attacks: 2 slams + 2 slams + 2 slams + 2 slams +
Damage: d8+5
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 15 ft./15 ft. 10 ft./10 ft.
Special Attacks: Trample, Hurl Earth,
Special Qualities: Electrical Resistance 10 Damage Resistance 15/+1 Damage Resistance 15/+1
Saves: Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 21 Dex 10 Con 19 Int 11 Wis 11 Cha 13 Str 19 Dex 14 Con 19 Int 11 Wis 9 Cha 13 Str 33 Dex 12 Con 23 Int 10 Wis 11 Cha 13 Str XX Dex XX Con XX Int 16 Wis XX Cha XX
Skills: Intimidate + Intimidate + Spot+ Intimidate +
Feats: Power Attack Power Attack Power Attack, Improved Bull Rush, Cleave, Great Cleave, Power Attack
Region: Kybar's Teeth Kybar's Teeth Kybar's Teeth Kybar's Teeth
Organization: Solitary or gang (2-5) Solitary or gamg (2-5) Solitary Solitary
Challenge Rating: 6 6 9 7
Advancement:

Baldar

Baldars resemble stone humanoids. They are cheerful, and enjoy getting into a fracas. They don't usually fight out of malice - to the baldars, sparring or wrestling is always a favorite pastime, and they frequently forget that other, smaller creatures aren't as physical.

Baldars make excellent companions for Kybarites, since they share the baldar's love of physical play. A baldar is also curious, and its exceptinal power is always useful when a magi needs a strong arm.

Demoralize (Ex): Baldars are so eager to jump into a combat that they easily intimidate smaller or weaker creatures. This is a natural effect, and the Baldar is usually not even aware that its scaring off other creatures. Whenever the baldar enters melee, it automatically makes a Demoralize check (see the Intimidate skill) against all opponents. The Baldar has a +8 racial bonus on Intimidation checks; baldars will usually not consciously use the intimidate skill however.

Ballistic Baldar

A weird offshoot of the baldars, the ballistic baldars enjoy vaulting through the air, frequently leaping from cliff-sides. Almost as if they are trying to fly, a ballistic baldar will gladly leap from a cliff, barrelling into creatures below with the same enthusiasm that ordinary baldars wade into a fracas. Of course, many of them take enough damage from the fall to return them to the Dream Plane, but for the ballistic baldars, the excitement of the dive is what they live for.

Arderial magi have taken to the high-spirited Ballistic Baldars, and adopted them into the Arderial region. Although they are rare in the clouds, ballistic baldars can be found wandering the solid clouds of Arderial, readying themselves for a truly stupendous dive.

The Ballistic Baldar does not share its brethren's Demoralizing effect on smaller or weaker creatures. However, other creatures still give the ballistic baldar a wide berth, particularly when its above them.

Giant Baldar

Giant Baldars are not nearly so cheerful as their smaller brethren; in fact they are usually downright surly. The giant baldar is proportioned similar to a gorilla (rather than the more human-like stance of other baldars), and its strength is prodigious.

Hurl Earth (Ex): The Giant Baldar can hurl boulders, with a range increment of 100 ft. If they are not in an area where boulders are available, they can hurl chunks of earth that they rip up from the ground. These only have a range increment of 40 ft., and only do 1d6 damage. This attack would not work in sandy areas, obviously.

Trample

Thoughtful Baldar


Baloo

Baloo Root Poison Baloo Root
Diminuative Plant Small Plant
Hit Dice: 1d8 (4 hp) d8
Initiative:
Speed: 10ft.

10ft.

AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Wither
Special Qualities: Dreamwarp
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Bograth or Paradwyn
Organization:
Challenge Rating: 0 4
Advancement:

The Baloo is a stately tree common to Naroom, Paradwyn, and Bograth. Its roots, sap, and leaves all have healing properties in the hands of one skilled at Herbalism.

The roots are of particular interest. Gradually as the Baloo tree gets older, some of the roots shorten and eventually withdraw from the ground. These roots can eventually animate, dropping off the original tree. At this point, the animate root grows a small set of leaves or fronds at its crown where it has separated; the tip of the root splits to provide the root mobility, and small tendrils serve as limbs. The animate baloo root will wander until it finds a new place to plant itself; at that point it will bury itself and become the new taproot for a new Baloo tree.

The Baloo Root can be prepared by a talented magi; once prepared, it can have a beneficial effect on Dream Creatures. The Baloo root seems to draw just a bit of magical power, which dream creatures can consume.

Poison Baloo, Poison Baloo Root

The Poison Baloo is a variant of the Baloo which is common in Bograth and Paradwyn. It shares many properties with the more common Baloo, but while the Baloo is a healing plant, the Poison Baloo is - as its name suggests - quite poisonous.

Poison Baloo Roots, once animated, frequently spend much longer wandering. They apparently are less willing to dig themselves in to become a new tree, and many

Wither (Su):


Barl

Deep Barl Sea Barl Snow Barl Pup
Large Magical Beast Medium Magical Beast Small Magical Beast
Hit Dice:
Initiative:
Speed: Swim 40 ft. Swim 30 ft. Swim 30 ft.
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Cold Subtype
Saves: 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
Skills:
Feats:
Region: Orothe Orothe Nar
Organization:
Challenge Rating: 6 4 4
Advancement:

The Barl is a Walrus-like creature with an extraordinarily large head. Barls are generally peaceful creatures. They are projecting empaths, sending images and sensations as a form of communication.

Deep Barl

Deep Barls are larger than most of their brethren, and more intelligent. They are also more predatory.

Sea Barl

The Sea Barl is known for having perfect memory. Unfortunately, it is also autistic, and cannot always recall what it needs to. Its empathic projections are somewhat scrambled, so a magi questioning it does not always gain the lore he or she is searching for. Barl handlers, such as Orlon, are more adept at gaining the information from the barl's memory, and are able to calm them down somewhat.

Power - Lore: 3: Draw two cards.

"Poor thing. I'd hate to carry so much knowledge around without being able to access it."-Orthea


Beeb

Beeb
Diminuative Aberration
Hit Dice:
Initiative:
Speed: 10 ft. Burrow 20 ft. (sand only)
AC: (+4 size)
Attacks: Gore +
Damage: 1 pt.
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Sneak Attack +2d6
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str 1 Dex 16 Con 10 Int XX Wis XX Cha XX
Skills:
Feats: Weapon Finesse (Quills)
Region: D'Resh
Organization:
Challenge Rating: 2
Advancement:

Beebs are small creatures that resemble a weird cross between a cactus, a porcupine, and a slug. They have no legs, though they have a pair of eyes and a mouth. They move with a sort of swimming motion, and can swim through the sands. They are covered by cactus-like quills, which they can either cause to lie flat against their skin, or stick out, poking anyone handling them.

Beebs are quite common in D'Resh.

Barbs (Ex): Any creature striking a Beeb with natural weapons takes 1d3 damage, impaling themselves on multiple quills.


Bhatar

Bhatar
Large Plant
Hit Dice: 8d8 + 32
Initiative:
Speed: 40 ft, Burrow 20 ft*
AC:
Attacks: Slam +13/+8
Damage: 2d6+11
Face/Reach: 10 ft./10 ft.
Special Attacks: Improved Grab, Constrict
Special Qualities: Tremorsense*,
Saves: Fort + Ref + Will +
Abilities: Str 25 Dex 8 Con 19 Int 8 Wis 11 Cha 11
Skills:
Feats: Improved Bull Rush, Power Attack,
Region: Naroom
Organization:
Challenge Rating: 5
Advancement:

The Bhatar would be what many people might call a "Root Elemental" - it is a plant-like creature apparently composed of strong rootlike branches at the base, rising to a humanoid upper body. It is very strong, and its roots can burrow into stone structures and destroy them over time. It is also deceptively quick, and can move through forests or tunnels more rapidly than one might expect. The bhatar's limbs are actually composed of a multitude of root-like tendrils, which are usually bound together into a humanoid limb shape, but can unwrap to reach and grab an opponent easier. Thus the bhatar can either resemble a large humanoid, or a vaguely humanoid shape with masses of tendrils for arms and legs.

In addition to using its great strength, the Bhatar will charge its enemies very adeptly. It is able to quickly dig into soil and rock to attack subterranean creatures; its lower roots frequently are able to quickly hamper a subterranean creature's movement, and diminish the effectiveness of natural defenses that the opponent might have.

With its tremorsense, the Bhatar can detect creatures below the surface. The Bhatar generally knows when a creature is below it, and can burrow down quickly (it can use Charging movement with its burrow), and frequently can catch the creature flatfooted. The Bhatar can use its lower root-like tendrils to grab (and constrict) a creature which is buried. The tendrils can reach up to 20' below the Bhatar.

Effect - Tunneling Charge: If Bhatar attacks an Underneath Creature, add three energy to Bhatar before energy is removed.

Effect - Charge: If Bhatar attacks a non-Underneath Creature, add one energy to Bhatar before energy is removed.

It tears through Undermonsters like tree roots tear through soil--only much faster.


Bikneets

Bikneets
Fine Plant
Hit Dice: 2d8
Initiative:
Speed: 0 ft.*
AC: 20 (8 size, -2 dex, +4 shield)
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Self-propelled
Special Qualities: Shield, Short-range Teleport,
Saves: Fort + Ref + Will +
Abilities: Str 1 Dex 6 Con 10 Int 14 Wis 16 Cha 8
Skills: Hide +15 Listen +8 Magic Sense +5 Search +4 Sense Motive +6 Spot +8
Feats:
Region: Naroom
Organization:
Challenge Rating: 2
Advancement:

Bikneets are tiny creatures resembling acorns with eyes. They are used by magi primarily for their magical abilities or as spies or observers. Bikneets are not mobile via traditional means, though they can wriggle to avoid attacks if necessary. They typically hide among the branches of the great trees of Naroom, or are sometimes sent into other regions because of their small size and excellent observation skills.

Short-range Teleport (Su): Though a bikneets cannot move normally while attacned to a tree, it can teleport up to 40' as a standard action. It usually does this to move from tree to tree to improve its view; it can also use this to return to the tree on the round following a self-propelled attack (see below).

Self-Propelled (Su): The bikneets only have one offensive ability. When suspended from a tree or other object, the bikneets can shoot itself downward at a target. They can target a creature up to 45 degrees from straight down. This attack does 1d4 damage if it hits. This attack is treated as a missile attack, with a 40' range increment. The bikneets has a base -2 to hit with this attack, so it is rarely used (and only in desperation or when the opponent is surprised).

Shield (Ex): A Bikneets is actually composed primarily of force and dream energy. This gives the bikneets a shield bonus of +4 (already included in the AC listing), and also makes the bikneets immune to force-based damage effects (such as Magic Missile).

Great Shield (Su): The bikneets can expend its dream energy (returning to the Dream Plane and into Slumber) and surround another creature with an impenetrable shell of force for d4+1 rounds. This is identical to the 5th level Arcane spell Wall of Force, but it only extends to surround the affected creature (essentially 1-3 inches around the creature's body). This does allow the creature to move normally. The bikneets must be in contact with the other creature to activate this ability; it frequently allows itself to be swallowed by the other creature (with no ill effect, of course).

The bikneets, like several other Dream Creatures, function almost as if they were sentient spells for later use. A bikneets in good health can expend its remaining energy to shield another creature from damaging effects for XXX

"We've learned that Morag himself will be personally overseeing the final stages of the construction of this Shadow Geyser. Many Bikneets died to bring us this information." - Eidon, Keeper


Bisiwog

Bisiwog Rabid Bisiwog
Small Magical Beast Small Magical Beast
Hit Dice: 5d8 + 20 5d8 + 20
Initiative:
Speed: 30ft., burrow 20 ft. 30ft
AC:
Attacks: 2 claws 2 claws
Damage: d8+3 each d8+3 each
Face/Reach: 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Tremorsense,
Saves: Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 16 Dex 15 Con 19 Int 6Wis 12 Cha 11 Str 16 Dex 15 Con 19 Int 6 Wis 12 Cha 11
Skills:
Feats: Tunneling Attack
Region: Underneath Underneath
Organization: Solitary, Pair, or Family (3-6) Solitary, Pair, or Family (3-6)
Challenge Rating: 3 4
Advancement:

Bisiwogs are small badger-like creatures. They are common in underground areas, but they are not always seen because they prefer small tunnels to live in. They are covered in a soft fur, but their most noteworthy attribute are their long digging claws. These claws are about 8 inches long, and glow with a phosporescent light (the bisiwog's eyes do not glow though - they are hidden behind tufts of fur). These claws allow the bisiwog to dig rapidly thru rock and soil.

Aside from their sharp claws and digging, bisiwogs have no particularly strong defenses. Once outside of their tunnels, they are vulnerable. They will usually flee if threatened outside of their warren, but once they are within their tunnels, they can dig quickly, emerging right below their targets.

Bisiwogs are social creatures, and live in family warrens. These warrens usually have a long series of tunnels, allowing the bisiwogs to travel a fair distance without ever emerging. Their young are curious about the outside (outside of the warren, that is), and may emerge briefly to see what's around. They are particularly vulnerable when they emerge.

Tunnelling Attack (Ex): The Bisiwog can use a Tunneling attack, which is similar to a fly-by attack, but only for creatures tunneling underground. This allows the Bisiwog to attack anywhere during its movement, so it could easily emerge from its warren, attack, and retreat back into its warren as a Full Action.

"Shh. Listen. Do you hear that scratching?"


Bleph

Bleph
Tiny
Hit Dice: d8
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Immunity to Diseases and Parasites
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Bograth
Organization: Solitary or Horde (3-12)
Challenge Rating: 1
Advancement:


Bolobog

Bolobog
Small Outsider
Hit Dice: d8
Initiative:
Speed: Swim 40 ft.
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Immunity to Diseases and Parasites
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Bograth
Organization:
Challenge Rating: 1
Advancement:

Immunity to Diseases and Parasites (Ex): Like most creatures from Bograth, the bolobog is immune to the effects of diseases and parasites. This does not prevent it from being a carrier however.


Borgor

Borgor
Large Giant
Hit Dice:

13d8 + 65 (124hp)

Initiative: -1 (Dex)
Speed: 30 ft.
AC: 21 (-1 Dex, +12 Natural,, +1 Armor, -1 Size)
Attacks: 2 Slams +16 , Bite +11; or 2 Claws +16
Damage: Slam 2d6+7, Bite d6+4, Claws d8+7
Face/Reach: 5ft. by 5 ft./10 ft.
Special Attacks: Quake, Sever
Special Qualities:
Saves: Fort +13 Ref +3 Will +4
Abilities: Str 25 Dex 8 Con 21 Int 10 Wis 10 Cha 15
Skills: Craft (armoring) +8 Intimidate +12 Listen +Search + Spot+ Swim +6
Feats: Power Attack, Improved Critical (slam), Improved Critical (Claws for Sever),
Region: Core
Organization: Solitary
Challenge Rating: 8
Advancement:

The borgor is a large humanoid creature with a fanged maw and large club-like clawed arms. Two ram-like horns grow from the back of its head, although they are not usable in combat. The borgor is green in color, and has the build of a sumo wrestler - a large belly compliments it barrel-like arms. Its legs are a little shorter than might be expected, so it moves with a distinct waddling gait. The borgor is extremely dense and heavy - the typical borgor stands 9' tall, but weighs over 2000lbs. The hide of the borgor is especially tough, combining a rubbery consistency with the durability of rock.

Borgors prefer to live in damp areas, particularly underground grottos. The borgor is not a particularly strong swimmer (its too dense to stay afloat), but it can hold its breath for a number of minutes equal to its Con score (half that if swimming or in combat). The grotto lair of a borgor frequently holds mememtos of its conquests, particulary parts of Dream Creatures that have been severed.

The borgor is also one of the few Dream Creatures that uses tools. In particular, borgors like to wear patchwork armor - generally only a mantle, leg guards, and something to protect their lower abdomen. Some have also adopted the practice of scarring designs onto their arms.

The borgor typically attacks physically, punching and biting its opponents. Once a borgor has engaged an opponent, it will fight relentlessly, and will not accept any negotiations or surrendering.

Quake (Su): The Borgor can, as a standard action, generate a minor quake centered on itself, with a 60' radius. The quake is much less powerful than a full Earthquake, but it will knock other creatures off their feet (Reflex save vs. DC 25 to avoid falling down). Furthermore, if the borgor is underground, parts of the ceiling will shake loose and fall upon creatures in the area of effect for 4d6 damage (Reflex Save vs DC 25 to avoid damage; a failed save on this also automaticallly knocks down the victim). Borgors are immune to being knocked over by this because of their weight and stature, but still must save to avoid the falling debris. Borgors like to jump in place when generating this quake. The save for this effect is strength-based.

Sever (Su): During any particular round, the Borgor may elect to use its claws instead of simply the weight of its club-like arms. The claws are very sharp, but as a Spell-like action, the Borgor can magically sharpen them further. This is equivalent to a Keen Edge spell, cast on both claws. When the Borgor invokes this ability, he provokes attacks of opportunity. However, the threat range of the claws increases from 19-20 to 17-20. Furthermore, after invoking this power, a successful critical on a claw attack will sever a random appendage (arm, leg, tail, wing, etc. - but never the head). The borgor cannot bite when it uses its claws, and once a particular claw has severed a limb, it loses the extra threat and severing ability (the other one is still a danger though).

A Dream Creature that has a limb severed, then returns to the Dream Realm to be summoned later, will have the limb regrown the next time it is summoned after Slumber. The Slumber will take twice as long as normal so that the Dream Creature can regenerate the limb. Dream Creatures cannot regenerate severed limbs in the Physical World without the aid of a Healer. Although a severed limb would usually disappear immediately, artificers suspect that the severing strike also preserves the limb.


Braggle

Braggle
Small Shapechanger
Hit Dice: d8
Initiative:
Speed: 30 ft., Climb 20 ft.
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Fire Subtype
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Hide + Move Silently +
Feats:
Region: Cald
Organization:
Challenge Rating: 4
Advancement:

Braggles are small gecko-like creatures that are usually found in Cald. They are very adaptable creatures, and can also be found in other regions.

Morph (Ex): Braggles have the ability to adapt completely to their surroundings. A braggle can assume any physical adaptions necessary to survive in other climates. For instance, they can adapt to breathe water if in Orothe, or adapt to a cold climate in Nar. This adaption takes little time, but a given braggle can only adapt three times a day - any more and the braggle's system is overtaxed.

Once they adapt to their surroundings, braggles are remarkably versatile. Their camoflage also...


Brannix

Brannix
Large Magical Beast
Hit Dice: 8d10 + 20 (56 hp)
Initiative:
Speed: 30 ft. Fly 80 ft (good)
AC:
Attacks: 2 Claws +14
Damage: d8+6
Face/Reach: 5ft. by 10ft./5 ft.
Special Attacks: Pounce
Special Qualities: Electrical Resistance 15
Saves: Fort + Ref + Will +
Abilities: Str 23 Dex 14 Con 15 Int 13 Wis 14 Cha 11
Skills:
Feats: Improved Bull Rush, Flyby Attack
Region: Arderial
Organization:
Challenge Rating: 5
Advancement:

The Brannix is an Arderial predator, preying upon other creatures of the air.

Absorbtion (Ex): the Brannix can absorb the air around it, in a manner similar to breathing, but it also acts as a filter. This has an effect on aerial creatures within 30 ft. For gaseous creatures (such as Xyx, lovians, etc), this effect does 6d6 damage immediately. Other aerial creatures are severely disoriented, as the air around them suddenly draws them toward the waiting brannix.


Brub

Brub
Small Aberration
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Blinding attack
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Underneath
Organization:
Challenge Rating: 2
Advancement:

Brubs are underground creatures that are noteworthy only because of their predatory nature. They are among the numerous fungoidal creatures common to the Underneath. They possess two eyestalks which emit a light brighter than most other creatures in the subterranean lands. Physically, they do not seem to be capable of harming other creatures at first glance; however, this is deceptive.

Brubs are noteworthy because they prey almost exclusively on one type of creature - the Korrit. When a brub finds a korrit, it will emit a particular type of spore. These spores are absorbed by the korrits in a similar fashion as the spores from a pack korrit - however, the result is a paralytic stupor. Since the spores are initially indistinguishable, korrits usually have little defense against a brub. Fortunately for the korrits, the range of the brub's spores is not great (only 30' or so), so a korrit that decides to charge the smaller brub can sometimes defeat it before being overcome by spores.

When a brub is aided by a magi (for instance, when a magi intentionally feeds a korrit to its brub), the brub can actually absorb a great deal of the energy from the korrit, and metabolize it quickly. This results in the brub being 'supercharged' for a short period of time. In the wild, brubs never gain this type of extra energy.

Flash (Su):

Power - Scrub: Discard any Korrit from play. If you control the Korrit, add its energy to Brub.

"When I find out who put that Brub in my Korrit pen, I'll..." -Ulk, Underwarden


Bulabantu

Bulabantu
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: D'Resh or Paradwyn
Organization:
Challenge Rating: 5
Advancement:


Buncwoll

The Buncwoll is a shelled creature from Orothe. Similar to oysters, it creates pearls from grains of sand.


Bungaloo

Bungaloo Scout Bungaloo
Small Magical Beast Small Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Weave Weave
Saves: 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
Skills:
Feats:
Region: Weave or Naroom Weave or Naroom
Organization:
Challenge Rating: 2 3
Advancement:

Bungaloos are small, cute creatures which are covered with a thick fibrous fur. Aside from their ears and eyes, little else is visible from underneath the fur. They are friendly, and love to gather in groups, particularly with favored magi. They enjoy songs - these attract them readily.

Like many creatures that are of the Weave, bungaloos are empathic. They are very sensitive to negative emotions, such as anger or fear. The sensitive bungaloos will flee if they are the subject of a creature's ire.


Bwill

Bwill
Tiny Magical Beast
Hit Dice: 2d10 + 4 (15hp)
Initiative: +0
Speed: Swim 30 ft.
AC: 16 (+5 natural, +2 Size)
Attacks: 2 claws +5
Damage: d6+1 each
Face/Reach: 2 1/2ft. by 2 1/2 ft./0 ft.
Special Attacks:
Special Qualities: Karma, Poisonousness,
Saves: Fort +4 Ref +2 Will +2
Abilities: Str 12 Dex 10 Con 14 Int 8 Wis 10 Cha 8
Skills: Hide +13 Listen +7 Spot +6
Feats: Alertness
Region: Orothe
Organization: Solitary or school (5-10)
Challenge Rating: 1
Advancement: 3-4 HD (tiny) 5-8 hd (small)

The bwills generally swim complacently in large groups. They are not particularly aggressive.

Karma (Su): The bwill's dream energy will infect any creature which physically defeats it, returning it to the Dream Plane (with natural weapons - melee weapons or spells do not allow the flow of dream energy). This dream energy will have an adverse effect on the creature, causing it to suffer a -4 enhancement penalty on attacks, saving throws, ability checks, and skill checks. This effect will last for twelve hours, or until a Remove Curse is used. If two creatures simultaneously defeat the bwill, only one will be adversely affected.

Poisonousness (Ex): The Bwill's flesh is poisonous. Any creature biting the Bwill must make a Fortitude Save (DC 13). Initial and secondary damage is d6 temporary Constitution.


Bwisp

Ghost Bwisp
Tiny Magical Beast
Hit Dice: 3d10+3 (19hp)
Initiative:
Speed: 20 ft., climb 10ft.
AC: 16 (+2 size, +2 natural, +2 dex)
Attacks: Bite +
Damage: 1d3-3
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Flash
Special Qualities: Tremorsense
Saves: Fort + Ref + Will +
Abilities: Str 3 Dex 15 Con 12 Int 10 Wis 14 Cha 8
Skills: balance +3 Climb +6 Heal +5 Hide+3* Listen+4 Search+4
Feats: Weapon Finesse (bite), Ability Focus (flash)
Region: Underneath
Organization:
Challenge Rating: 2
Advancement:

Ghost Bwisp

The Ghost Bwisp is a small Dream Creature which glows with a soft light. Bwisps are social creatures, and are frequently found near other Dream Creatures, particularly Jores. They travel in the tunnels of the Underneath - either the larger caverns or smaller ones created by burrowing creatures. They resemble beetles, but their antennae and shell glow brightly. This glow is identical to that from an Aglow spell, permeating the nearby rock and soil and allowing burrowed creatures to see near the Bwisp, The radius of this light is 30 feet.

The glow of the ghost bwisp is what gives them their name. Early Underlings encountered areas where lights were dimly seen behind cavern walls, giving the area a surreal quality. Familiar creatures were illuminated within the rock, making it appear ghostly. The bwisps of course were responsible. Now, they are frequently summoned by Underlings to help find other dream creatures or coordinate defenses.

Glow (Ex): The glow of the bwisp is continuous; it cannot be dimmed (other than using the Flash - see below). It has the same effects as the Aglow spell. The glow also gives the Bwisp a persistent -8 racial penalty to any Hide checks while the glow is active, since it even permeates solid rock.

Healing Glow (Su): The ghost bwisp can heal other creatures with its glow. Three times a day, the bwisp can heal a friendly creature 1-4 hit points. The bwisp only needs to be within 10' of the other creature; it does not need to touch it.

Flash (Su): When the Bwisp is threatened, it can emit a bright flash of light. This can temporarily blind anyone looking at the bwisp (Reflex save at DC 14, Con-based save). This temporarily uses up the glow of the ghost bwisp, so it will not emit light above trace levels for the next XX rounds. The ghost bwisp will generally try to escape during this time. The Ghost Bwisp can trigger a flash three times per day.

Tusk Bwisp

See Jore