| Carillion | Giant Carillion | |
| Large Plant | Huge Plant | |
| Hit Dice: | ||
| Initiative: | ||
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| AC: | ||
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| Damage: | ||
| Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Trample | Trample, |
| Special Qualities: | ||
| 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: | Power Attack, Improved Bull Rush | |
| Region: | Naroom | Naroom |
| Organization: | ||
| Challenge Rating: | 4 | 8 |
| Advancement: |
Carillions are large creatures which are apparently made of trees, plants and vines. They vary somewhat in appearance - some look like elephants while others seem to be huge humanoids. All are massive.
Carillions are adept at using their mass and momentum to their advantage. A Carillion charging will trample over smaller creatures (doing XXX damage).
Giant Carillions add an even more devastating attack. They are so large that Because this is draining, the Giant Carillion can only do this once per day.
Effect - Resilience: If Carillion attacks a Creature that starts the attack with less than three energy, carillion loses no energy in the attack.
"Throwing Weebos in front of a charging Carillion is like trying to cut down a tree with a pocket knife." -Pruitt, Naroom Ringsmith
Rarity: C
Power - Stomp: 6: Discard any one Creature from play.
"When a tree falls in the forest, it sometimes falls on the one that hears it." -Poad, Naroom Innkeeper
Rarity: UC
| Cawh | |
| Collosal | |
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| 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: | |
| Feats: | |
| Region: | Orothe |
| Organization: | |
| Challenge Rating: | 15 |
| Advancement: |
| Sunglare Celphet | |
| 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: | 3 |
| Advancement: |
| Charg | |
| Hit Dice: | |
| Initiative: | |
| Speed: | |
| 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: | |
| Feats: | |
| Region: | Cald |
| Organization: | |
| Challenge Rating: | 3 |
| Advancement: |
| Fire Chogo | Leaf Chogo | Spark Chogo | |
| Small Magical Beast | Small Magical Beast | Small Magical Beast | |
| Hit Dice: | 3d10 +3 | 6d10 + | 4d10 + |
| Initiative: | +8 | ||
| Speed: | 30 ft. | 40 ft. | 40 ft., climb 10ft. |
| AC: | 17 (+1 size +4 dex +3 natural) | ||
| Attacks: | Bite+4, 2 claws -1 | 2 claws + , bite + | 2 claws + , bite + |
| Damage: | Bite d4 + d6 fire, claws d3 + d6 fire | Claws d3, bite d4 | claws d3, bite d4 |
| Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
| Special Attacks: | Heat Storm, Flame Aura | Leaf Cut, (thorns, tangle), Leaf Storm | Spark, |
| Special Qualities: | Fire Subtype | Core Resistance 25 | Fire Subtype |
| Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
| Abilities: | Str 10 Dex 18 Con 13 Int 7 Wis 11 Cha 10 | Str 10 Dex 18 Con XX Int 10 Wis 13 Cha 13 | Str 11 Dex 16 Con 13 Int 9 Wis 13 Cha 13 |
| Skills: | Climb +3 Hide +8 Spot +2 | Climb + Jump + Hide + | |
| Feats: | Improved Initiative, Dodge | ||
| Region: | Cald | Naroom | Cald |
| Organization: | |||
| Challenge Rating: | 2 | 4 | 2 |
| Advancement: |
Chogos are small creatures which are common to several regions. They have a beaked mouth, and a tail. They generally have a mane resembling feathers or scales, and the same scale-like covering also covers the end of their tail and their paws; usually the rest of the chogo is covered by fur. The front limbs of a chogo are longer than its rear limbs.
Chogos are known for their special attacks. Each chogo has several different abilities at its disposal. Combining their abilities with the usual chogo's surly attitude makes dealing with these creatures a challenge. Even when they befriend a magi, they are not inclined to spend much time socializing.
The fire chogo appears wrapped in flame. Their physical bodies are hard to distinguish inside the fiery aura, and non-Moonlanders might believe they are elemental creatures.
Fire Chogos are quite common in Cald. Their fiery tempers match their surroundings quite well, and Cald magi are always careful in dealing with these temperamental creatures.
Flame Aura (Ex): The Fire Chogo is seemingly composed of flame, and creatures striking it with natural weaponry will suffer d6 damage from the flames. The Flame Aura also damages any creatures that the Fire Chogo strikes for additional damage. Furthermore, flammable objects striking a fire chogo will likely catch fire.
Heat Storm (Su): The Fire Chogo can expend its remaining Dream Energy, erupting in a furious storm of heat. The Fire Chogo literally blows itself up, radiating intense waves of heat and flames outward. All creatures within 60 feet will take 3d6 damage from the erupting flames.
The leaf chogo is a dark green in color. Its forelimbs are even longer than other chogos, and are about twice the length of the hind legts. It walks with an odd gait.
Leaf Cut (Su): At will, the Leaf Chogo can fire a leaf at an opposing creature. This attack is identical to the Naroom cantrip of the same name.
Leaf Storm (Su): The leaf chogo can expend its remaining dream energy to erupt in a storm of leaves.
The spark chogo is one of the friendlier chogos; they are slightly less irascible than their brethren. The mane of the spark chogo is golden in color, and radiates both heat and a soft light; they are covered elsewhere by a dark brown fur.
Spark (Su): A spark chogo can shoot a fiery spark at an opposing creature. The spark does
Burnout (Su): A spark chogo can excite itself when preparing to attack another creature. As a move-equivalent action, a spark chogo can intensify the heat radiating from its body (particularly the mane, which intensifies in brightness, and around its paws). It surrounds itself with an intense heat aura which lasts for a number of rounds equal to 3+ the chogo's Con modifier. This heat aura does 3d6 fire damage to any creature the chogo attacks, even if the chogo does not hit. Creatures striking the chogo do not take additional damage. Once the duration of the burnout expires, the chogo cannot use either this ability or its Spark ability for an hour.
Fade Away (Su): Instead of attacking physically, the chogo can expend all of its remaining dream energy against a particular creature. The chogo
| Chogus | Giant Chogus | |
| Medium Magical Beast | Huge Magical Beast | |
| Hit Dice: | ||
| Initiative: | ||
| Speed: | 40 ft. | 50 ft. |
| AC: | ||
| Attacks: | 2 bites + , 2 claws + | 2 bites + , 2 claws + |
| Damage: | Bite 1d8, claw 1d4 | Bite 2d8 + , claw 1d8 + |
| Face/Reach: | 5ft. by 5 ft./5 ft. | 15 ft./15 ft. |
| Special Attacks: | Roar, Chill | |
| Special Qualities: | Cold Resistance 10 | |
| 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: | Balance + Climb + Jump + Listen + Search + Spot + | Balance + Climb + Intimidate + Jump + Listen + Magic Sense + Search + Spot + Survival + |
| Feats: | ||
| Region: | Mountains (Kybar's Teeth) | Mountains (Kybar's Teeth) |
| Organization: | ||
| Challenge Rating: | 4 | 8 |
| Advancement: |
Choguses are two-headed creatures resembling dinosaurs. They have a thick shell-like hide, particularly around their body. The young choguses are playful, and are fond of romping around the high plateaus. While it may not be a very serious creature, a chogus is fiercely loyal to its friends.
A chogus never truly stops growing. At a certain stage (hard to guess because of the nature of Dream Creatures), they lose their playfulness, and become much more fierce. They watch over their younger brethren from higher peaks, and generally become more concerned with defense. Their necks grow longer, their hides thicker and more stone-like, and their claws and teeth become more pronounced. While Kybarite magi may be afraid a Chogus might accidentally trample them while chasing a butterfly, the giant chogus is more ferocious.
| Colossal Construct | |
| Hit Dice: | |
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| 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: | Universal |
| Organization: | |
| Challenge Rating: | 12 |
| Advancement: |
Long ago, the ancient magi created the various Dream Creatures. They were fond of the life they shaped, and rejoiced in the diversity of creatures within the Moonlands. But a few also believed that living creatures had inherent weaknesses that could be exploited. They also feared that an unscrupulous and charismatic leader such as Agram could cause more immense problems to the surviving inhabitants. Thus, they decided to create a number of huge constructs, and push them into the Dream Plane, to be summoned as colossal war machines if needed.
The Colossi are immense constructs, magically powered by energy collected in the Dream Plane. Each is different, both in size and shape, but all share similar properties. Because they are not living, spells which can kill normal living creatures have no effect on them. Also, since they were originally crafted in this dimension, they cannot be easily unsummoned once brought to the material world. For the same reason, spells which can heal do nothing to a colossus either - the only way to repair one is by a skilled craftsman. Even this is not guaranteed, as much of the knowledge of how to craft them has been lost.
No one knows just how many Colossi have been sequestered in the Dream Plane.
Universal Dream Creature
Energy: 12
Effect - Anti-Magic: Powers and Spells that specifically remove Creatures from play do not affect Colossus. Your Effects, Powers, and Spells may not add energy to Colossus or prevent Colossus from losing energy.
"You can fight a war with cloaks and daggers. But you don't have to." -Jaela, Arderial Regis
Rarity: UC
| Nightmare Construct | Rayje's Construct | |
| Colossal Construct | ||
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| Saves: | Fort + Ref + Will + | |
| Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX | |
| Skills: | ||
| Feats: | ||
| Region: | Universal | |
| Organization: | ||
| Challenge Rating: | 12 | |
| Advancement: |
Since the art of creating DCs is largely lost, this is a rare category.
| Corathan | |
| Huge Magical Beast | |
| Hit Dice: | d8 |
| Initiative: | |
| Speed: | Swim 40 ft. |
| AC: | |
| Attacks: | |
| 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: | Core (Orothe) |
| Organization: | |
| Challenge Rating: | 5 |
| Advancement: |
A twisted relative of orathans, the corathan is a vicious undersea predator. It
| Outsider | |
| Hit Dice: | |
| Initiative: | |
| Speed: | |
| AC: | |
| Attacks: | |
| 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: | Power Attack, |
| Region: | Orothe |
| Organization: | |
| Challenge Rating: | 3 |
| Advancement: |
Power - Final Blow: 3: Choose any one Creature that was attacked this turn. Discard that Creature from play.
"Finish him."
| Cragnoc | Dark Cragnoc | |
| Gargantuan Giant | Gargantuan Giant | |
| Hit Dice: | 18d8 + 144 (216hp) | |
| Initiative: | +0 | |
| Speed: | 50 ft. | |
| AC: | 24 (-4 size +18 natural) | |
| Attacks: | 6 slams + 21 | |
| Damage: | 2d6 + 12 | |
| Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
| Special Attacks: | ||
| Special Qualities: | Damage Reduction 20/+1 | |
| Saves: | Fort + Ref + Will + | Fort + Ref + Will + |
| Abilities: | Str 35 Dex 11 Con 27 Int 13 Wis 13 Cha 14 | Str 35 Dex 11 Con 27 Int 13 Wis 13 Cha 14 |
| Skills: | Balance +9 Climb +19 Intimidate +7 Listen +11 Magic Sense +10 Spot +11 Survival +14 | |
| Feats: | Awesome Attack, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Power Attack, Snatch | Awesome Attack, Cleave, Combat Expertise, Great Cleave, Improved Bull Rush, Power Attack, Snatch |
| Region: | Kybar's Teeth | Core (Kybar's Teeth) |
| Organization: | ||
| Challenge Rating: | 10 | 12 |
| Advancement: |
Cragnocs are immense 40-foot tall six-armed giants seemingly made of stone. They are some of the most powerful creatures in Kybar's Teeth.
Cragnocs are surprisingly gentle for their size. A cragnoc is also a devoted protector, and will defend a friendly magi. Their size makes it easy for a magi to be protected while preparing spells. A cragnoc will frequently lift a friendly magi over its head, so the magi can easily Focus and prepare spells. A magi suffers no penalty to Concentration checks (to focus, etc) while held aloft by the Cragnoc. Instead, the stone-like grip protects the magi from most adverse effects (consider the magi to have 90% cover). Obviously, a cragnoc holding a magi aloft will not attack with the hand holding the magi.
A dark, twisted version of the cragnoc, the Dark Cragnoc is much more savage than its brethren. It is not a protector by any means, and instead it is filled with hostility and anger. Part of this is due to the seething dark Core energy which is slowly (and painfully) gnawing at the dark cragnoc from the inside. This energy, a gift from the Core, does
Cremate (Su): The cragnoc can belch forth some of the Core energy inside it. This resembles a spittle of dark fire, and targets a single creature.