Magi-Nation: Creatures - G

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


Galiant

Galiant
Medium Fey
Hit Dice: 10d6 +
Initiative:
Speed: 30 ft, fly 40 ft (poor)
AC:
Attacks: 2 slams +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage Reduction 10/+1, Electrical Resistance 15
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int 6 Wis 11 Cha 11
Skills: Ride + Spot +
Feats:
Region: Arderial or Kybar's Teeth
Organization: Solitary, but usually with another creature
Challenge Rating: 6
Advancement:

Garadan

Garadan
Large Magical Beast
Hit Dice: d8
Initiative:
Speed: ft. Fly ft ()
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Nightmare Spawn
Special Qualities: Shadow
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Core (Naroom)
Organization:
Challenge Rating: 7
Advancement:

Shadow (Ex): Garadans may befriend a magi or creatures from Naroom.


Garan

Garan
Magical Beast
Hit Dice: d8
Initiative:
Speed: 40 ft.
AC:
Attacks: Bite + 2 Claws +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Rake
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str 14 Dex 16 Con 12 Int XX Wis 16 Cha 16
Skills: Jump +
Feats: Improved Sunder
Region: Naroom
Organization:
Challenge Rating: 6
Advancement:

The garan is a birdlike dream creature with very strong, sharp claws.

The garan's beak and claws count as magical weapons for the purpose of determining Damage Reduction.


Gargagnor

Gargagnor Greater Gargagnor
Large Elemental Gargantual Elemental
Hit Dice: d8 d8
Initiative:
Speed: 50 ft. 70 ft.
AC:
Attacks:
Damage:
Face/Reach: 10 ft./10 ft. 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage Reduction 10/+1 Damage Reduction 20/+1
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: Kybar's Teeth Kybar's Teeth
Organization:
Challenge Rating: 4 10
Advancement:


Garlak

Garlak
Hit Dice:
Initiative:
Speed:
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: 5
Advancement:

Ghazran

Ghazran
Huge Plant
Hit Dice:
Initiative:
Speed:
AC:
Attacks: 3 bites +
Damage:
Face/Reach:
Special Attacks:
Special Qualities: Dreamwarp, Fast Healing, Regeneration
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Paradwyn
Organization: Solitary
Challenge Rating: 10
Advancement:


Gilla

Sandstone Gillas are dream creatures native to D'Resh.


Glablit

Glablit
Outsider
Hit Dice: d8
Initiative:
Speed: Fly 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: Bluff +
Feats: , Stealthy (B)
Region: Bograth
Organization:
Challenge Rating: 1
Advancement:

The glablit is a deceitful little beast, capable of twisting other creature's dream auras.


Gorath

Gorath
Huge Monstrous Humanoid
Hit Dice: 12d8 + 60
Initiative:
Speed: 50 ft.
AC: (-2 size, )
Attacks: 2 slams + or Chain Whip +
Damage: d8+9 (slam) or 2d8+ 9 (chain whip)
Face/Reach: 15 ft./15 ft.
Special Attacks: Enslave, spell-like abilities
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str 29 Dex 10 Con 21 Int 14 Wis 18 Cha 20
Skills: Bluff + Intimidate + Listen + Move Silently + Sense Motive + Survival +
Feats: Ability Focus (Enslave), Weapon Focus (chain whip), Track, Fortitude,
Region: Core
Organization:
Challenge Rating: 10
Advancement:

Standing between 16 and 20 feet tall when fully erect,...

The gorath is a large evil creature, dedicated to enslaving as many creatures as it can. It is both physically powerful and magically potent.

The gorath uses enchanted chains, which are actually part of its being (although they appear to simply be magical chains the gorath carries around). The chains have both hooks and manacles, so the gorath can either simply attack with the hook, or shackle an opposing creature.

In combat, the gorath will use its chains as a weapon. This is a reach weapon for the gorath, extending its threat range to 30 ft. However, it does not prevent the gorath from using the chain in adjacent squares. The chain is considered a magical weapon for the purposes of Damage Reduction.

Enslave (Su): If the gorath strikes an opponent with the manacles, it may try to enslave it. The manacles automatically grow to an appropriate size. If the creature fails a Will Save (against a DC of 24), the manacles snap shut, and the opponent is subject to the Gorath's domination. [see aboleth for proper write up]. The gorath has a telepathic link between it and any creatures it has enslaved.

Spells (Su): The Gorath may use Scare at will. This is identical to the 2nd level Arcane spell of the same name. It may also use Crushing Despair, the 3rd level bard spell, 3 times a day. [need more spells/abilities here]


Grag

Bone Grag Core Grag Fire Grag
Medium Aberration Medium Aberration Medium Aberration
Hit Dice:
Initiative:
Speed:
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: 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 XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh Core Cald
Organization:
Challenge Rating: 4 5 6
Advancement:

Bone Grag

A large skeleton like Grag from the sands of d'Resh. He is not a shadow creature, but he is of a violent nature.

Core Grag

Fire Grag

Grags are notoriously fickle creatures. They can infuse objects with fiery energy; when irritated, they are fond of throwing flaming rocks at the target of their ire.

Fire Grags can also infuse a Dream Creature with some of its fiery energy, metabolizing the energy into a fiery aura of destruction. A creature so metabolized erupts in flame. In the course of this fiery transformation, the Grag can hurl the (now much lighter) creature at its target. The fiery creature will land, and have one round of fiery attacks at a +X to hit. These attacks do double the original damage (the additional damage is flame damage). NO - CHANGE TO CONVERT TO MISSILE...

Power - Metabolize: 3: Discard any one of your Creature's from play. Remove twice that Creature's current energy from any other Creature.

"You be the ammunition this time!"


Gragling

Gragling
Small Aberration
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:
Region: Core
Organization:
Challenge Rating: 3
Advancement:


Grakanden

Grakanden
Large Plant
Hit Dice:
Initiative:
Speed:
AC: 20 (+12 natural, -1 size, -1 dex)
Attacks: 2-6 kicks (slams) + , bite +
Damage: Bite d10+
Face/Reach: 10 ft./5 ft.
Special Attacks: Trample,
Special Qualities: Grounding, Countermagic abilities, Spell Resistance 15
Saves: Fort + Ref + Will +
Abilities: Str 25 Dex 8 Con 21 Int 16 Wis 14 Cha 14
Skills: Intimidate +12 Knowledge (arcane) +12 Listen +14 Magic Sense +12 Move Silently +8 Sense Motive +12 Spellcraft +15 Spot +10 \
Feats: Alertness, Improved Initiative
Region: Underneath
Organization:
Challenge Rating: 9
Advancement:

The Grakanden is another of the fungal dream creatures common to the Underneath. Grakandens are more plantlike than many, although they are able to move just like most of the others. Because of their bottom-heavy structure, a grakanden can never be overrun, tripped, or otherwise overturned.

Grakendens are actually quite vocal. They are able to talk, although they do so rarely around non-Underlings. They observe other magi, and have a perfect memory when remembering magical spells and abilities. Furthermore, they are able to counter most spells easily.

In combat, a Grakanden may kick up to 6 times per round (once with each of its feet), but only up to two kicks may be directed at a particular 5' space.

Grounding (Ex): The Grakanden exudes a field which grounds out any attempt to use magical spells. Any spellcaster trying to invoke a spell must succeed in an opposed Spellcraft roll vs. the Grakanden's spellcraft roll. (need setup, range, etc)

Countermagic (Su): The Grakanden is able to use Dispel Magic (as the 3rd level Arcane spell) at will. It generally uses this ability to counter spells as they are cast. Furthermore, the Grakanden may invoke an Anti-Magic Field (as the 6th level Arcane spell) 3 times a day


Granas

Granas
Large Magical Beast
Hit Dice: 7d10 + 21
Initiative: +6 (+2 dex, +4 improved initiative)
Speed: 50 ft, burrow 20 ft.
AC:
Attacks: 2 claws +, bite +
Damage: Claws 2d6+7 , bite 1d8 +
Face/Reach: 10ft./10ft.
Special Attacks:
Special Qualities: Dream Creature qualities, Fire Subtype, Tremorsense
Saves: Fort + Ref + Will +
Abilities: Str 24 Dex 14 Con 17 Int 10 Wis 11 Cha 14
Skills: Intimidate + Jump +
Feats: Improved Initiative
Region: Cald or Underneath
Organization:
Challenge Rating: 5
Advancement:

Granas are social creatures. They are fond of magi, and frequently wander within cities in both Cald and the Underneath.


Gransaber

Gransaber
Large Monstrous Humanoid
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 10ft. / 10ft.
Special Attacks:
Special Qualities: Cold Subtype
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Climb + Hide + Jump + Spot + Survival +
Feats: Track
Region: Nar
Organization:
Challenge Rating: 8
Advancement:

Chill (Ex): The Gransaber is surrounded by an aura of intense cold. Because of this, the Gransaber's attacks inflict an additional 2d6 cold damage...

Ferocity (Ex): The Gransaber is capable of whipping itself into a ferocious rage. This is identical to the Rage of a Xth level barbarian, giving the Gransaber +4 strength, +4 Con (and +XX hp), +2 on Will Saves, but a -2 on Armor Class. Unfortunately, a gransaber in a rage is not able to easily discriminate friend from foe; while it can always perceive an allied magi, friendly dream creatures are not so fortunate (need chance of whacking a friendly...)


Gratch

Gratch
Small Magical Beast
Hit Dice: 6d10 + 12 (45hp)
Initiative:
Speed: 30 ft., burrow 10ft., climb 10ft.
AC:
Attacks: 2 claws +
Damage:
Face/Reach: 5 ft./5 ft.
Special Attacks: Howl
Special Qualities: Scent
Saves: Fort + Ref + Will +
Abilities: Str 14 Dex 17 Con 15 Int 12 Wis 12 Cha 12
Skills: Hide + Listen + Move Silently + Spot + Survival +
Feats: Track,
Region: Kybar's Teeth
Organization:
Challenge Rating: 4
Advancement:

Gratches are timid creatures found among the plateaus of Kybar's Teeth. They are normally timid creatures, and will generally attack only creatures smaller than themselves (though they will attack as directed by a magi). They hunt smaller game among the peaks.

Hunting Howl (Ex): When a gratch is hunting, it will frequently howl. This howl serves several purposes. First, it echoes among the peaks for a long time, which helps to conceal the gratch's movements and direction of attack. Second, it encourages allied creatures - other gratches or dream creatures controlled by the same magi - to coordinate. It also gives such allied creatures +1 on attacks and saves, and +6 temporary hit points. The extra hit points last for 6 minutes.

The howl can easily be heard up to a quarter of a mile away. In the mountains, the echoes can easily extend the howls up to a mile. Fortunately, gratches are not common near settlements, and they are daytime hunters.


Grax

Grax
Large Outsider
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Attacks: Slam +
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
Organization:
Challenge Rating: 6
Advancement:

A grax is an odd quasi-humanoid creature with a thick carapace and tendril-like joints and appendages. They are top-heavy, and therefore like to maneuver into positions where they can overbear their opponents.

(Shade = con drain?)


Greal

Slinking Greal
Tiny
Hit Dice: d
Initiative:
Speed: ft.
AC:
Attacks: Slam +
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
Organization:
Challenge Rating: 2
Control:

Gremble

Gremble
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:
Region: Bograth or Paradwyn
Organization:
Challenge Rating: 2
Advancement:


Grendile

Grendile
Huge Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Attacks: Gore + 2 Claws +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Trample
Special Qualities: Cold Subtype
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Magic Sense + Spot + Survival +
Feats: Power Attack, Improved Bull Rush, Cleave, Great Cleave
Region: Nar or Naroom
Organization:
Challenge Rating: 8
Advancement:


Grubble

Grubble
Tiny Shapechanger
Hit Dice: d8
Initiative:
Speed: Fly ft.
AC:
Attacks: Bite
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Dreamform
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Move Silently +
Feats:
Region: Core
Organization: Family/Pod (3-18)
Challenge Rating: 3
Advancement:

The grubbles are tiny Core Dream Creatures, with almost vestigal wings. In a bizarre way, grubbles seem to be building blocks of other Core creatures.

Dreamform (Su): Grubbles have the ability to merge their bodies and shift forms into any Core creature. A single grubble can shapechange into any tiny Core creature, 2 grubbles can join to form a small creature, 4 can form a medium creature, 8 can form a large creature, and 16 grubbles can join to form a huge creature. Grubbles cannot form creatures greater than Huge size.

Grubbles may maintain a particular form for XXX. They must split before attempting to form a different creature. Any lost hit points are shared between the hit points of the grubbles.


Gum-Gum

Gum-Gum
Tiny Ooze
Hit Dice: 4d8
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Life Sense, Evasion
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Hide +
Feats: Dodge,
Region: Underneath
Organization:
Challenge Rating: 2
Advancement:

Gum-gums are small creatures that live in the subterranean tunnels of the Underneath. Originally, they were considered nuisances. The curious creatures were able to get into things unseen. Since they sometimes leave a sticky residue behind, the gum-gums were considered an unwelcome pest - particularly when clothing or similar items were "gummed up".

After Agadon rediscovered the ability to summon Dream Creatures, the Underneath magi realized that Gum-gums were also Dream Creatures. The fledgeling Underling magi learned to control them somewhat, so attempts to eradicate them stopped. Gum-gums still possess the same curiousity, and still get into things, but they are more tolerated. However, even today Underneath magi occasionally try to hunt gum-gums down, simply to keep them in check. While they don't try to actually harm the gum-gums, the hunts scare the wilder ones enough to keep them away from cities. Now, the gum-gums have come to see the hunts as a game, and the underlings also view it as a chance for recreation.

Gum-gums are deceptively quick. They can move around quickly, and have an uncanny knack of knowing where other creatures are in the area - even if they are buried under several feet of rock. When a Gum-gum is being chased, it will frequently find the largest creature it can, and quickly slide behind it. Many are the hunters that have chased a gum-gum, only to run straight into an irritable Cave Hyren.

Gum-gums are curious creatures. They frequently follow an Underling magi out of curiousity. They are fascinated by the activites of underlings, particularly those working on a task.

Effect - Slide: If Gum-Gum is attacked, you may switch it with any other Creature you control before energy is removed.

When hunting Gum-Gums, make sure you're ready for whatever the choose to hide behind." -Fossik, Underkeeper


Gumph

Gumph
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:
Region: Core
Organization:
Challenge Rating: 4
Advancement:


Gwaeg

Gwaeg
Tiny Aberration
Hit Dice:
Initiative:
Speed:
AC:
Attacks: 1 pt bite/slam
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Blood Drain
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Bluff + Hide +
Feats: Dodge
Region: Bograth or Core
Organization:
Challenge Rating: 1
Advancement:

This creature seems to combine the attributes of a leech, a slug and a bat into a disgusting composite.

The gwaeg is a thoroughly unpleasant creature native to the swamps of Bograth. It is alsoquite comfortable in the nightmarish domain of the Core. Paradoxically, though the gwaeg is disgusting to outsiders, the Bograthians (and to a lesser extent, the Core magi) find it a pleasant creature.

The gwaeg is able to convince Core creatures to serve a Bograthian master, and vice-versa.


Gwomba

Gwomba
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:
Region: Paradwyn
Organization:
Challenge Rating: 6
Advancement: