Magi-Nation: Creature Listing

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


Ababila

Medium Magical Beast
Hit Dice:
Initiative:
Speed: 50 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Appraise + Hide + Move Silently + Sleight Of Hand +
Feats:
Region: D'Resh
Organization: Solitary or pack (2-8)
Challenge Rating: 4
Control: 19

This quadrupedal creature resembles a long-legged green turtle with a spiked shell, and two bull-like horns on its head. Its mouth has two sharp fangs protruding from its upper jaw.

The ababila roams the deserts of D'Resh. It occasionally sneaks into other regions too, in search of hidden treasures of various types. The ababila is a deceptive creature, stealing valuables from other regions.

The ababila's tongue is long and prehensile, allowing it to pick up various objects. It is also sticky, so the ababila can even pick up animite crystals or other small objects. It can actually swallow objects up to about a foot in diameter, holding the object in a special internal sac. It can regurgitate the object later if needed. If the ababila is returned to the dream plane, any objects it carries will remain in the physical world, dropping to the ground without harm.

Ababilas are quite fast, though a casual observer will never notice their speed. They usually move at roughly half their normal speed, giving the illusion that they cannot move very fast. They use their speed in combat or when sneaking into or out of an area.


Abaquist

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: +0/-4
Attack: Slam +1 melee (1 + poison)
Full Attack: 2 Slams +1 melee (1 + poison)
Face/Reach: 2.5 ft./0 ft. 5 ft./5 ft.
Special Attack: Illusions, Possession, Mild Poison
Special Qualities: Darkvision 60 ft. Darkvision 60 ft., 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: 11 17

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.

Abaquist

This creature resembles a translucent light blue jellyfish with two large tentacles and many smaller ones. It has two eyes on its body, as well as two long antennae. It also has purple polka-dots on the main portion of its body.

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!

River Abaquist

This creature resembles a translucent pink jellyfish with two large tentacles and many smaller ones. Its body is relatively flat, and has some orange spots; some of its tentacles are colored orange as well. Two white eyes peer at you from the creature's upper surface.

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

Aegris
Magical Beast [Cold]
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack: Bite +
Full Attack: Bite +
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision
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
Control: 17

This creature is a small, ferret-like furred dream creature with six legs. Each of its feet end in two strong toes. Its fur is a light brown, with gray highlights on its ears and feet.

The aegris is a jealous creature from the frozen slopes of Nar. It is 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

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)
Base Attack/Grapple: +5/+13 +6/+14
Attack: Claw +8 melee (d6+4) Bite +10 melee (2d6+6)
Full Attack: 2 Claws +8 melee (d6+4) Bite +10 melee (2d6+6)
Face/Reach: 10 ft./10 ft. 10 ft./10 ft.
Special Attacks: Sonic Shriek Disrupting Spores
Special Qualities: Darkvision 180 ft. Darkvision 120 ft., Deflecting Shadows, Shadow
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
Control: 17 19

Agovo

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.

Black Agovo

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.

Shadow (Ex): Black agovos may befriend a magi or creatures from the Underneath.


Agrilla

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)
Base Attack/Grapple: +9/+18
Attack: Claw +13 melee (d10+5)
Full Attack: 2 Claws +13 melee (d10+5), Bite +11 melee (d8+3)
Face/Reach: 10 ft./10 ft.
Special Attacks: Fear Aura, Imbue Fear Aura
Special Qualities: Darkvision 60 ft., low-light vision, 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
Control: 23

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. 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. Agrillas are immune to each other's fear auras.

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

Ainjer Creeping Ainjer
Small Magical Beast Small Magical Beast
Hit Dice: 2d10+2 (13hp) 2d10+2 (13hp)
Initiative: +8 (+4 improved initiative, +4 dex)
Speed: 20 ft.
AC: 15 (+1 size, +4 dex)
Base Attack/Grapple: +2/-2
Attack: Bite +3
Full Attack: Bite +3 melee (1d8)
Face/Reach: 5 ft./5 ft.
Special Attacks: Gnawing Bite, Improved Grab, Swallow Whole
Special Qualities: Darkvision 60 ft., low-light vision, Immunity to Diseases and Parasites Darkvision 60 ft., low-light vision, Immunity to Diseases and Parasites, Skulk, Shadow
Saves: Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 10 Dex 18 Con 12 Int 6 Wis 12 Cha 14 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) Str 10 Dex 18 Con 12 Int 6 Wis 12 Cha 14
Region: Bograth Bograth
Organization: Solitary, gang (2-6) or swarm (7-20) Solitary
Challenge Rating: 1 2
Control: 12 14

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): Ainjers of all types are immune to the effects of diseases and parasites. This does not prevent it from being a carrier.

Creeping Ainjer

Shadow (Ex): The creeping ainjer ignores Core taint, and may serve a tainted master. It will even serve a true Core magi.


Akkar

Akkar
Large Magical Beast
Hit Dice: 8d10 + 48 (92hp)
Initiative: +0
Speed: 40 ft.
AC: 23 (-1 Size, +14 Natural)
Base Attack/Grapple: +8/+21
Attack: Stomp +16 melee (2d6+9)
Full Attack: 2 stamps +16 melee (2d6+9), Bite +11 melee (1d6+4)
Face/Reach: 10ft./5 ft.
Special Attacks: Trample
Special Qualities: Damage Reduction 10/-, Darkvision 120 ft., low-light vision
Saves: Fort +12 Ref +6 Will +3
Abilities: Str 28 Dex 10 Con 23 Int 8 Wis 13 Cha 12
Skills: Intimidate +5, Listen +8
Feats: Awesome Attack, Improved Bull Rush, Power Attack
Region: Kybar's Teeth or Underneath
Organization: Solitary
Challenge Rating: 6
Control: 22

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 Alaban Kit
Huge Dragon Medium Dragon (Immature)
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)
Base Attack/Grapple:
Attack: Bite +16 melee (2d8+12) Bite +3 melee (1d8)
Full Attack: Bite +16 melee (2d8+12) Bite +3 melee (1d8)
Face/Reach: 15 ft./10 ft. 5 ft./5 ft.
Special Attacks: Improved Grab, Constrict, Shock, Blast Improved Grab, Shock, Blast
Special Qualities: Darkvision 60 ft., immune to sleep effects and paralysis effects, low-light vision, Core Resistance 15, Electrical Resistance 15 Darkvision 60 ft., immune to sleep effects and paralysis effects, low-light vision, Electrical Resistance 10, Shadow
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 (planes) +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
Control: 22 14

Alaban

The 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, shocking the victim of its constriction. It may bite a different target while it is contricting.

Improved Grab (Ex): To use this ability, an alaban must hit an opponent with a bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex): On a successful grapple check, the alaban does 2d6+8 damage.

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 1d6 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 disoriented in addition to possibly suffering the confusion effect. The alaban can only use this attack three times per day, so it will use it sparingly.

Alaban Kit

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.

Improved Grab (Ex): To use this ability, an alaban kit must hit an opponent with a bite attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. The alaban kit does not yet have the strength to constrict, but it can maintain the hold and shock its victim.

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).

Shadow (Ex): The alaban kit ignores Core taint, and may serve a tainted master. As it matures, it loses this tolerance, and develops a resistance to Core magics from its exposure to the taint of the Core.

Advancement: 4-6HD (medium), 7-9HD (large), 10HD: matures into Alaban.


Allio

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)
Base Attack/Grapple: +10/+20
Attack: Slam +15 melee (1d8+6)
Full Attack: 2 Slams +15 melee (1d8+6)
Face/Reach: 10ft./10 ft.
Special Attacks: Douse
Special Qualities: Darkvision 60 ft., low-light vision, Fire Resistance 20, Scent, Strength of the Sea, 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
Control: 23

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 its 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 1d6 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 + 1d6 rounds before it can Douse again. The range of its ability is 200ft.

Strength of the Sea (Su): The allio can boost the strength of an allied creature (but not itself), giving the affected creature a +5 enhancement bonus to Strength for 10 minutes. It may use this ability once every 1d4 rounds. The targeted creature must be within 30 ft., and be in the water. The allio will never use this ability to benefit a Fire creature.

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.

Advancement: The save DC for casting fire spells or using fire-based supernatural abilities is based on the Allio's hit dice and charisma (10 + 1/2 HD + Cha modifier), and will increase as the allio increases in hit dice. The Strength of the Sea lasts for a number of minutes equal to the Allio's Hit Dice, and gives an enhancement bonus equal to half its hit dice (round down).


Aq

Caldera Aq Lava Aq
Small Magical Beast (Fire) Small Magical Beast (Fire)
Hit Dice: 2d10+4 (15 hp) 4d10+4 (26 hp)
Initiative: +3 (Dex) +7 (+3 Dex, +4 Improved Initiative)
Speed: Swim 30 ft. (in magma), burrow 20 ft. Swim 40 ft. (in magma), 10 ft if forced outside of the magma
AC: 17 (+1 size, +3 dex, +3 natural) 18 (+1 size, +3 dex, +4 natural)
Base Attack/Grapple: +2/-1 +4/+1
Attack: Bite +6 melee (1d6+1 + 1d4 fire) Bite +8 melee (1d6+1 + 1d6 Fire)
Full Attack: Bite +6 melee (1d6+1 + 1d4 fire) Bite +8 melee (1d6+1 + 1d6 Fire)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Improved Grab Burning Bite, Improved Grab, Blaze, Firestorm
Special Qualities: Burning Path, Darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold Fiery Body, Darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold
Saves: Fort +5 Ref +6 Will +1 Fort +5 Ref +7 Will +2
Abilities: Str 13 Dex 17 Con 15 Int 6 Wis 12 Cha 12 Str 13 Dex 17 Con 13 Int 6 Wis 12 Cha 12
Skills: Hide +8, Intimidate +4, Spot +2 Hide +9, Intimidate +4, Spot +3
Feats: Weapon Finesse Improved Initiative, Weapon Finesse
Region: Cald Cald
Organization: Solitary or Mated Pair Solitary or Mated Pair
Challenge Rating: 2 4
Control: 12 19

Aqs are a family of snake-like creatures that dwell within the lava flows and pools of Cald. Very few people see the entire body of an aq. They keep most of their bodies below the surface of the magma. An aq never willingly emerges from the lava, but each variety of aq has an ability to manipulate their lava pool in some fashion, allowing them to remain close to targets or allies. This, and their fiery bite makes them a danger to unwary travelers.

If an aq is summoned where no lava pool exists, they will appear within a small (5 ft. diameter) pool of magma, which materializes around them.

Improved Grab (Ex): To use this ability, the aq must hit with a bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. In the following round, it can attempt to draw its victim into the lava. Opponents that are drawn into the lava will take 2d6 fire damage, unless the aq totally immerses them in a deep lava pool (in which case the damage is 20d6). Characters who have suffered damage from lava will suffer 1d6 fire damage/round for 1d3 rounds after exposure ceases (see page 304 of the Dungeon Master's Guide).

Caldera Aq

This creature appears to be a rocky snake swimming in a lava flow. Its small eyes are protected by short horn-like protrusions, and another juts from the center of its lower jaw. Its eyes, mouth, and underbelly all radiate heat and a fiery light. The rocky shell on its back appears segmented, allowing it to move.

Burning Path (Ex): The caldera aq can burrow along the surface, creating a trench filled with lava. This path is 5 feet wide and deep, and as long as the caldera aq could move (using burrowing) in a round.

Lava Aq

This creature appears to be a snake composed of fiery magma. Its body burns with the bright yellow light of a fire. Its head and the back of the top of its neck and body appear to be covered with pumice. The lava glows through its eyes and mouth. Its lower jaw appears to be disjointed, with two mandible-like sections moving in unison.

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.

Fiery Body (Ex): 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 suffer 1d6 fire damage and must make a Fortitude Save (DC 13, Con-based save) 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.

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 13; the save is Con-based). Creatures held by the Aq's jaws do not get a save. The Aq can do this as often as desired.

Magma Movement (Ex): 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 as a swift action. Whether it teleports itself and its pool, burrows through the ground, or takes a shortcut through the Dream Realm is unknown.

Burning Bite (Ex): 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), inflicting automatic bite damage each round.

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 lava aq use it to power a firestorm (see below).

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 other creature is destroyed in the process (dream creatures return to the dream realm). 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 fire damage (Reflex Save for half against a DC of 13). The Aq can actually use itself to trigger this ability.


Arbolit

Arbolit
Small Elemental (Fire)
Hit Dice: 2d8 (9 hp)
Initiative: +5 (+1 dex +4 improved intiative)
Speed: 40 ft.
AC: 15 (+1 dex +1 size +3 natural)
Base Attack/Grapple: +1/-3
Attack: Slam +1 melee (d4 + d4 fire)
Full Attack: Slam +1 melee (d4 + d4 fire)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Elemental traits, Flame Body, Healing Flame, immunity to fire, vulnerability to cold
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
Control: 2

This creature resembles a floating mass of fire with two smaller flames at its side which seem to be hands. Its eyes burn with a white-hot glow.

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 avoid 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; any temporary hit points are lost at the usual rate. An arbolit that expends its energy in such a fashion cannot be summoned again for at least an hour.

Advancement: 3-4 HD (small) 5-6 HD (medium)


Arboll

Arboll Arboll Stalker Crystal Arboll Giant Arboll
Small Aberration Small Aberration Small Aberration Large Aberration (Fire)
Hit Dice: 5d8 4d8
Initiative:
Speed: Fly 40 ft. (average) Fly 40 ft. (average) Fly 40 ft. (average) Fly 30 ft. (poor)
AC:
Base Attack/Grapple:
Attack: Claw + Slam + Slam + Slam +
Full Attack: 2 Claws + 2 Slams + 2 Slams + 2 Slams +
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Detonate
Special Qualities: Darkvision 60 ft. Darkvision 60 ft. Darkvision 60 ft. Darkvision 60 ft., immunity to fire, vulnerable to cold
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
Organization:
Challenge Rating: 3 4 2 4
Control: 15 18 9 16





Ice Arboll Lava Arboll Ooze Arboll Rock Arboll
Small Aberration (Cold) Small Aberration (Fire) 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:
Base Attack/Grapple:
Attack: Slam + Slam + Claw + Claw +
Full Attack: 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: Darkvision 60 ft., immunity to cold, vulnerability to fire Darkvision 60 ft., immunity to fire, vulnerability to cold Darkvision 60 ft., Immunity to Diseases and Parasites Darkvision 60 ft.
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
Challenge Rating: 2 2 2 4
Control: 15 15 13 19





Rot Arboll Snag Arboll Weave Arboll
Small Aberration Small Aberration Small Aberration
Hit Dice:
Initiative:
Speed: Fly 40 ft. (average) Fly 30 ft. (average) Fly 40 ft. (average)
AC:
Base Attack/Grapple:
Attack: Claw + Claw + Claw +
Full Attack: 2 Claws + 2 Claws + 2 Claws +
Damage:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., Immunity to Diseases and Parasites Darkvision 60 ft. Darkvision 60 ft., 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: Bograth Naroom Weave
Challenge Rating: 2 3 3
Control: 16 17 17

Arbolls are a type of creature common to most regions. They all resemble floating heads with short arms directly attached to the head/body. 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.

Arboll

This creature resembles a bunch of green leaves with arms made of brown branches. Its yellow eyes contrast against its green body.

The arboll is sometimes called a leaf arboll to reduce confusion.

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

Leaf Cut (Su): The Arboll may use Leaf Cut as a caster equal to its hit dice. It may use this once every 1d4 rounds.

Arboll Stalker

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.

Detonate (Su):

Crystal Arboll

Light (Ex): The crystal arboll can emit light at will, providing light equal to a torch.

Healing Light (Su): 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

Flare (Ex): The crystals of the crystal arboll send refracted rays of light all around, some of which can be quite powerful. Every round as a free action, the crystal 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).

Giant Arboll

The Giant Arboll is a larger version of the lava arboll

Ice Arboll

Lava Arboll

This creature appears to be made of molten lava, shaped into a ball and cooled just enough to maintain its shape. A large crystal 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 creature with its glowing eyes. Attaching on either side of the creature's face/body, two rocky hands end in two short fingers and a thumb

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.

Gem-studded chunks of molten rock and pumice, lava arbolls are the workhorse of the Cald dream creature arsenal.

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. This they enjoy doing.

In 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 (Con-based save) or catch fire for 1d4 rounds. Characters on fire can extinguish the flames as a move-equivalent action.

Ray of Flame (Su): Once every 1d4 rounds, the lava arboll can project a ray of flame up to XX ft (short range). This ray strikes as a ranged touch attack, doing 1d6/2HD. THe target must also make a Reflex save or catch fire, suffering 1d6 fire damage each round until the fire is extinguished (requiring a DC 15 Reflex save; see Catching on Fire on pg. 303 in the Dungeon Master's Guide). This is identical to the spell of the same name in the Spell Compendium.

Healing Flames (Su): By burning itself out, a lava arboll can heal other dream creatures. Like the arbolit, its fiery energy envelopes the creature, merging its energy with the creature. The target creature gains 4d8+4 hit points; any temporary hit points are lost at the usual rate.

Ooze Arboll

Slimy Ooze (Su): Once every 1d4 rounds, the ooze arboll may fling a small gob of ooze at a target or cover a 10 foot square within XX ft. (short range). The effect of this ooze is identical to a Grease spell (see the Player's Handbook). It is also disgusting, and the smell will linger on the target for several hours. This latter effect has no affect on game mechanics.

Amplify (Su): By expending its remaining energy, the ooze arboll transfers energy to other allied creatures. The ooze arboll gives all allied creatures a +1 bonus on attack rolls and saving throws. The creatures also gain 1d8+4 additional hit points. These bonuses vanish after 5 minutes.

Rock Arboll

Rot Arboll

Blight (Su): Once every 1d4 rounds, the rot arboll can inflict a single target with a blight effect. The rot arboll attempts a ranged touch attack against a creature within XX ft. (short range). If the attack is successful, the target suffers 2d8 damage an must make a Fortitude save (DC XX, Cha-based save) or be sickened for 1d4 rounds.

Spread Blight (Su): By expending its energy, the rot arboll can inflict its blight on all creatures within a 20 ft. radius. The effect is the same as Blight, but if the creature succeeds its Fortitude save, it suffers half damage as well as avoiding the sickening effect.

Snag Arboll

Weave Arboll

Weave (Ex): Weave Arbolls are connected to the empathic Weave.


Aritex

Medium Magical Beast
Hit Dice: d8
Initiative:
Speed: 40 ft.Fly 60 ft. (poor), Swim 10 ft.
AC:
Base Attack/Grapple:
Attack: Bite + (2d6+3)
Full Attack: Bite + melee (2d6+3)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision, Weave, Healing Weave
Saves: Fort + Ref + Will +
Abilities: Str 14 Dex XX Con XX Int XX Wis XX Cha XX
Skills: Heal + Spot +
Feats:
Region: Weave
Organization:
Challenge Rating: 5
Advancement: 21

The aritex resembles a stork or heron. It is usually found near the shallow riverbeds that cross through the Weave. It can fly awkwardly, but only rarely takes to the sky.

The aritex only rarely becomes involved in combats. It is relatively inoffensive, attacking only by spearing with its beak.

Weave (Ex): An aritex is connected to the empathic Weave.

Healing Weave (Su): Three times per day, an aritex may use Healing Weave to heal another creature fully. However, this ability actually draws the energy from another nearby Weave creature. The closest Weave creature that is either wild or controlled by the aritex's magi provides the hit points for the healing. If the donating creature has more hit points than the healed creature, the donating creature simply loses the hit points. If the donating creature has less hit points than the healed creature, it is returned to the dream plane. The donating creature must be within one mile of the healed creature. The aritex must be within 60 ft. of the creature to be healed to use this ability. This ability restores the target's full hit points, and removes many detrimental effects (see the Heal spell in the Player's Handbook.)


Ashryte

Icefield Ashryte
Medium Magical Beast (Cold)
Hit Dice: d8
Initiative:
Speed: 40 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 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: Solitary or pack (2-8)
Challenge Rating: 4
Control: 19

This creature has four legs like a spider's, arching above the creature's body. The creature's feet end in broad clawed feet, with many claws arranged radially. It is covered in olive-grayish fur. Its fur-covered head has two small eyes and a short snout. Its nose and mouth are not visible.

The icefield ashryte travels primarily on ice floes and frozen lakes within Nar. It rarely ventures into hilly terrain, but prefers flat expanses where it can roam easily.

Exceptional Stability (Ex): The broad feet and unusual claw structure of an ashryte give it exceptional stability, particularly on ice floes. The ashryte gains a +4 on any attempts to resist bull rushes and trips. It also has a +10 on Balance checks while on ice.

Thermal Stress (Su): Three times per day, the ashryte can target a single creature.


Athik

Medium Magical Beast
Hit Dice: 11d10 + 44 (104 hp)
Initiative: -1 (dex)
Speed: 20 ft.
AC: 22 (-1 dex, +13 natural)
Base Attack/Grapple: +11/+13
Attack: Slam +13 melee (2d6+3)
Full Attack: Slam +13 melee (2d6+3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Core Smite
Special Qualities: Core Cleansing, Core Resistance 30, Darkvision 120 ft., low-light vision
Saves: Fort +11 Ref +6 Will +6
Abilities: Str 15 Dex 8 Con 18 Int 12 Wis 17 Cha 16
Skills: Knowledge (arcane) +7 Listen +14 Search +12 Sense Motive +8 Spellcraft +8 Spot +7
Feats: Ability Focus (Core Smite), Power Attack, Improved Bull Rush, Stable Footing
Region: Underneath
Organization: Soitary
Challenge Rating: 6
Control: 23

This creature is a snail-like creature sith a stone-hard shell. The creature's soft body is blue, and it has two glowing eyes on stalks, and two fine tendils growing from the bottom of its 'head'. The shell has short spikes on the top.

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. Whenever an athik encounters an area with an active Core spell, or comes within 5 feet of an active Core spell, it makes an automatic dispel check. The dispel check is at +11 against the DC of the existing spell (DC = 11 + spell level). Because the athik's ability is continuous, it checks against all Core spells and effects in the area each round. Background core taint is considered to be a level 0 spell for the purposes of this ability.

Core Smite (Su): An athik can use the cleansing aura offensively as well. When the athik touches 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 20, Cha-based save), or lose the ability to manipulate Core energies for 1d6 rounds. The athik can (and usually does) use this in conjunction with its slam attack.

Wisdom of the Earth (Su):The athik can share some of its wisdom, particularly when dealing with Core creatures. Once every 1d4 rounds, it can give an allied magi or creature an enhancement bonus of +4 Wisdom and Core Resistance 21. The bonus lasts for 11 minutes.

Feat: Stable Footing: This feat, from Races of Eberron, gives the Athik a +4 bonus to resist bull rush and trip attempts. The athik also is not slowed by difficult terrain.

Advancement: The Wisdom of the Earth ability lasts for a number of minutes equal to the athik's hit dice, and the Core Resistance is equal to 10+HD. At 15HD, the athik may affect all allied creatures within 5ft./2HD (35 ft. at 15HD, 40 ft. at 16HD, etc.) with Wisdom of the Earth. The dispel check for Core Cleansing also increases by 1 per HD.


Ayebaw

Ayebaw Dark Ayebaw
Large Magical Beast Medium Magical Beast
Hit Dice: 10d10 + 20 (75 hp) 6d10 + 12 (45 hp)
Initiative: +12 (+8 dex +4 improved initiative) +9 (+5 dex +4 Improved Initiative)
Speed: Fly 180 ft. (good) Fly 120 ft. (good)
AC: 20 (+3 natural +8 dex -1 size) 18 (+3 natural, +5 dex)
Base Attack/Grapple: +10/+18 +6/+8
Attack: Slam +18 melee (2d8 + 6) Slam +11 melee (2d6+ 3)
Full Attack: Slam +17 melee (2d8 + 6) Slam +11 melee (2d6+ 3)
Face/Reach: 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: Wind Blast Implosion
Special Qualities: Darkvision 60 ft., low-light vision, Hasted Darkvision 60 ft., low-light vision, Shadow
Saves: Fort +9 Ref +15 Will +5 Fort +7 Ref +10 Will +3
Abilities: Str 18 Dex 27 Con 14 Int 10 Wis 14 Cha 10 Str 14 Dex 21 Con 14 Int 8 Wis 12 Cha 10
Skills: Escape Artist +13 Spot +15 Listen +7 Sense Motive +5 Spot +4 Move Silently +8 Listen +4
Feats: Fly-by Attack, Improved Initiative, Wingover, Weapon Finesse Fly-by Attack, Improved Initiative, Weapon Finesse
Region: Arderial Core (Arderial)
Organization: Solitary or Flock (2-8) Solitary or Flock (2-5)
Challenge Rating: 5 3
Control: 20 15

Ayebaw

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.

Dark Ayebaw

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

Shadow (Ex): Dark ayebaw may befriend a magi or creatures from Arderial.

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, but it also does XXX