Magi-Nation: Creatures - D

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


Dagok

Dagok
Large Aberration
Hit Dice:
Initiative:
Speed:
AC:
Attacks: Bite + , 4 claws +, tail +
Damage:
Face/Reach: 10ft./10 ft.
Special Attacks:
Special Qualities: Dream Inversion
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats: MultiAttack
Region: Core (Naroom)
Organization:
Challenge Rating: 3
Advancement:

The dagok is one of the more unusual dream creatures. Because of its special abilities - specifically Dream Inversion - it is a bit of a sado-masochist. It is found prowling dark forests.

Dream Inversion (Ex): The Dagok has a unique magical metabolism. Energy attacks used against a Dagok actually heal the creature, possibly giving it extra hit points. This includes damage from cold, fire, sonic, electric, For each 3 points of damage an attack would normally do, the dagok gains 1 hp. The dagok can go above its normal maximum, retaining additional hit points for ... Healing magics actually hurt a dagok however, inflicting as much damage as it would normally heal.


Darbok

Darbok Flying Darbok Lesser Darbok
Medium Magical Beast Medium Magical Beast Small Magical Beast
Hit Dice: 5d10 + 5d10 + 3d10+
Initiative:
Speed: fly ft. () fly ft. () fly ft. ()
AC:
Attacks: 2 bites + 2 bites + 2 bites +
Damage:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: Electrical Resistance 10
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: D'Resh Arderial D'Resh
Organization:
Challenge Rating: 3 3 2
Advancement:

Darboks are surprisingly strong, and able to lift several times their own weight and still fly. This is augmented by their ability to magically levitate their cargo, reducing its weight even further.


Darge

Darge
Huge Elemental
Hit Dice: 12d8 + 48 (120 hp)
Initiative: +0
Speed: 40ft.
AC:
Attacks: 2 slams +17
Damage: 2d8 + 8
Face/Reach: 15 ft./15 ft.
Special Attacks:
Special Qualities: Core Resistance 35, Damage Reduction 15/magic
Saves: Fort + Ref + Will +
Abilities: Str 27 Dex 10 Con 19 Int 10 Wis 16 Cha 14
Skills: Balance +5 Climb +11 Intimidate +6 Listen +6 Magic Sense +5 Search +11 Spot +7 Survival +6
Feats: Awesome Attack, Cleave, Great Cleave, Improved Bull Rush, Power Attack
Region: Kybar's Teeth
Organization: Solitary
Challenge Rating: 7
Advancement:

The darge is an immense creature seemingly made out of stone, and an implacable foe of the Core. They are found wandering the slopes and plateaus of Kybar's Teeth, searching for any Core creature which has invaded their domain. When one is found, the Darge quickly pummels it with its great stony fists, rarely giving the Core creature any respite. In order to keep themselves alert (and in practice), the darges frequently try playing their own version of hide-and-seek with other dream creatures. While not particularly good at hiding, they do enjoy finding the hiding place of a friendly pebble hinko or sagawal.

Darges rarely socialize with each other. Each maintains an area they watch over, and only coordinate efforts when faced with a significant threat.

Core Resilience (Ex): The Darge is particularly resilient to the physical attacks of Core creatures. Against Core creatures, the Darge's Damage Reduction rises to 20. Furthermore, the dream energy within it is focused in the darge's great forearms, and its slams do an extra 2d8 damage against Core creatures.

Skills: Because of the time Darges spend searching through the mountains, they have a +4 racial bonus to Search checks.


Dasia

Dasia
Tiny Fey
Hit Dice: 2d6 + 2 (9hp)
Initiative:
Speed:
AC:
Attacks: 2 claws
Damage: 1d2 -3
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Dreamwarp,Weave
Saves: Fort + Ref + Will +
Abilities: Str 5 Dex 16 Con 13 Int 8 Wis 11 Cha 13
Skills: Appraise + Craft (choose) +4 Hide + Magic Sense + Search + Sleight of Hand + Spot +
Feats:
Region: Weave or Paradwyn
Organization:
Challenge Rating: 1
Advancement:

Dasias are one of the favorite companions of the Weave magi. They are always eager to please their partners, and form strong bonds with a magi and their dwelling. A dasia learns skills from their companions, and are naturally inclined to learn various crafts to help their magi.


Diel

Surf Diel
Magical Beast
Hit Dice:
Initiative:
Speed: Swim
AC:
Attacks: 2 claws +
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: Magic Sense + Search +
Feats:
Region: Orothe
Organization:
Challenge Rating: 1
Advancement:

The Surf Diel is usually found in shallow waters or wandering the beaches. They scour the beaches, looking for remnants of relics or other magical goods


Diobor

Diobor
Aberration
Hit Dice: 10d8 +
Initiative:
Speed:
AC:
Attacks: Gore +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Fireball, Flame
Special Qualities: Fire Subtype
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int 6 Wis 11 Cha 11
Skills:
Feats:
Region: Cald
Organization:
Challenge Rating: 6
Advancement:

Diobors are very unusual creatures. Cald magi consider them to be fireballs encased in flesh - a spell suspended and waiting to erupt. It radiades heat, and even some minor sentience. Physically, the diobor seems to be a combination of metal, stone, Dream Energy, and fiery heat.

Once a Diobor decides to expend its remaining energy, it becomes a fireball. Treat this as a normal Fireball spell, centered on the Diobor (which consumes itself), of a level equal to its summoner's level (default 10th level).

Power - Fireball: 1: Discard Diobor from play. Remove two energy from any one Creature in play.

Power - Energy Transfer: X: Add X Energy to your Magi.

It mocks you as it fades away.


Diomant

Diomant
Aberration
Hit Dice: d8 +
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Flame
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: 6
Advancement:

The diomant is a creature with an odd blend of the abilities of a diobor and balamant (thus the name).


Djarmander

Djarmander
Medium Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks: 2 claws + bite + tail +
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: Multiattack,
Region: Nar
Organization:
Challenge Rating: 4
Advancement:


Drahkar

Drahkar
Huge
Hit Dice:
Initiative:
Speed:
AC:
Attacks: Bite +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Illusionary
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh
Organization:
Challenge Rating: 11
Advancement:


Drakan

Drakan
Outsider
Hit Dice: 9d8
Initiative:
Speed:
AC:
Attacks: Slam +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Thermal Blast
Special Qualities: Fire Subtype
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats: Power Attack,
Region: Cald
Organization:
Challenge Rating: 6
Advancement:

Power - Thermal Blast: 3: Roll one die. Remove that much energy from any one Creature in play.

"What army? To Drakans, they're just kindling." -Barak, Cald Warlord

Thermal Blast (Su): The Drakan can unleash a Thermal Blast 3 times a day. This is identical to the 3rd level calder spell of the same name; the drakan's thermal blast does Xd6 damage in either a cone or a line.


Drowl

Drowl
Magical Beast
Hit Dice:
Initiative:
Speed:
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: Balance + Hide + Intimidate + Jump + Listen + Move Silently + Spot +
Feats:
Region: Weave
Organization: Solitary or Pride (3-8)
Challenge Rating: 6
Advancement:

Drowls resemble great sabretoothed cats. They are ferocious hunters, and can stalk prey through the grasslands.

The drowls are actually quite intelligent. They can perceive the physical world from the dream plane, and sometimes stalk prey from the dream realm before emerging to attack. They also frequently observe things which they can relay to their magi (as appropriate).

Skills: Drowls have a +4 racial bonus to Hide, Move Silently and Balance checks.


Drush

Drush Ravelled Drush
Medium Aberration Aberration
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
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: Core (Weave) Core (Weave)
Organization: Solitary Solitary
Challenge Rating: 4 4
Advancement:

Drushes resemble great cats which are mostly skeletal. They have little flesh left on their bodies, and the overall impression is that they might be undead creatures.

The drush resembles the drowl, and may be a corrupted variant of them.


Dryte

Cactus Dryte Dryte Dryte Fiend
large Aberration large Aberration large Aberration
Hit Dice:
Initiative:
Speed: 20 ft. 20 ft. 20 ft.
AC:
Attacks: 2 Slams + 2 Slams + 2 Slams +
Damage:
Face/Reach:
Special Attacks: improved Grab, Fear
Special Qualities: Core Resistance 10 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: Magic Sense +
Feats:
Region: D'Resh Nar Core
Organization:
Challenge Rating: 4 5 5
Advancement:

Drytes are unusual creatures. They are dangerous because of

Drytes usually move with an odd gait. Their lower body ends in four short claw-like limbs, which do not seem very capable of movement. Drytes move with a sort of twisting motion, which lets them move over a variety of surfaces. Drytes rarely - if ever - use their oversized arms for locomotion.