Magi-Nation: Creature Listing

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


Bagala

Bagala Bagala Cub Bagala Hunter
Large Magical Beast Small Magical Beast Large Magical Beast
Hit Dice: 7d10 + 14 (52 hp) 3d10 (16 hp) 10d10 + 30 (85 hp)
Initiative: +7 (+3 dex, +4 improved initiative) +5 (+1 dex, +4 improved initiative) +6 (+2 dex, +4 improved initiative)
Speed: 50 ft 30 ft. 50 ft.
AC: 18 (+3 dex, +6 natural, -1 size) 15 (+1 dex, +3 natural, +1 size) 20 (+2 dex, +9 natural, -1 size)
Base Attack/Grapple: +7/+17 +3/+0 +10/+22
Attack: Claw +12 melee (d8+6) Claw +6 melee (d4+1) Claw +17 melee (2d6+8)
Full Attack: 2 Claws +12 melee (d8+6), Bite +10 melee (d8+3) 2 Claws +6 melee (d4+1), Bite +1 melee (d4) 2 Claws +17 melee (2d6+8), Bite +15 melee (d8+4)
Face/Reach: 10 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Flanking Attack, Improved Grab, Pounce, Rake Flanking Attack, Pounce Flanking Attack, Improved Grab, Pounce, Rake
Special Qualities: Darkvision 60 ft., low-light vision, Scent, Pack Roar Darkvision 60 ft., low-light vision, Scent, Mewl Darkvision 60 ft., low-light vision, Scent, Stalk, Stalking Hunt
Saves: Fort +7 Ref +8 Will +4 Fort +3 Ref +4 Will +2 Fort +10 Ref +9 Will +5
Abilities: Str 22 Dex 17 Con 15 Int 10 Wis 14 Cha 12 Str 12 Dex 13 Con 11 Int 8 Wis 12 Cha 10 Str 26 Dex 15 Con 17 Int 14 Wis 14 Cha 15
Skills: Balance +9 Hide +15 Listen +7 Move Silently +15 Spot +7 Balance +6 Hide +15 Listen +4 Move Silently +11 Spot +4 Balance +11 Hide +15 Listen +10 Move Silently +19 Sense Motive +6 Spot +10 Survival +10
Feats: Alertness (B), Improved Initiative, Combat Reflexes, Multi-Attack Alertness (B), Improved Initiative, Combat Reflexes Alertness (B), Improved Initiative, Combat Reflexes, Multi-Attack, Track
Region: Paradwyn Paradwyn Paradwyn
Organization: Pack (2-12) Pack (2-5 + 2-7 Bagalas) Solitary, Pair, or Pack (2-5 + Bagalas and cubs)
Challenge Rating: 5 3 7
Control: 18 15 23

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

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

Pounce (Ex): If a bagala of any variety charges a foe during the first round of combat, it can make a full attack, including two rake attacks (if it has this ability).

Skills: All varieties of bagala have a +8 racial bonus to Hide, Move Silently checks, and a +4 racial bonus to Balance checks.

Bagala

This large feline creature is mostly red in color, with yellow patches. Instead of whiskers, it has unusual leafy growths under its jaw.

The common bagala forms the core of bagala packs. While they can be ferocious, they are also intelligent, and will not needlessly hurt intruders to the jungle. They will sometimes pounce on an intruder, overbearing them but not physically harming them. Bagalas are excellent hunters, stalking gracefully through the jungle brush. Despite their bright coloration - or perhaps because of it - bagalas are masters of stealth.

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

Flanking Attack (Ex): Mature Bagalas gain a +3d6 damage bonus when attacking a flanked or flatfooted target, as if they were a rogue. Bagalas work together very efficiently to bring down prey. This bonus applies to the bagala's claw attacks, but not the damage from a bite or rake.

Improved Grab (Ex): To use this ability, the Bagala must hit with a claw or 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 and can rake.

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

Rake (Ex): Attack bonus +12 melee, damage 1d8+3.

Bagala Cub

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

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

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

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

Advancement: 4HD: +3 Str, +1 to other stats, gain Improved Grab ability. 5HD: Size increases to Medium, CR 4. +2 Str, +1 to Dex, Con, +1 natural armor, Claw and bite damage increase to 1d6 base damage; loss of Mewl special ability, flanking bonus damage increases to 2d6 6HD: +3 Str, +1 to other stats, +1 natural armor, gain Rake ability, Multi-attack feat. 7HD: matures into adult Bagala.

Bagala Hunter

This large feline creature is mostly a dark purple in color. It has unusual leafy growths, particularly under its jaw. Its large claws seem oversized for its paws.

Bagala Hunters are a larger, more powerful form of bagala. They are not actually elder bagalas, but a different breed entirely. Bagala Hunters are not as social as common bagalas, and frequently hunt independently of the pack. However, they still will join in pack hunts if in the area, and they will defend the cubs of the pack as fervently as any bagala mother. With their stalking ability, bagala hunters occasionally mark the target of a hunt with stalking scent, and help the pack bring down the target.

A bagala hunter's coat is a dark purple or indigo color. Their forelimbs are more flexible than common bagalas, and they can hold objects with both fore-claws. Their claws are oversized, and the bagala hunter cannot retract their foreclaws like most felines.

Stalk (Su): The Bagala Hunter can tag any creature within 50 feet with stalker scent gas. This scent has a minor hallucinatory effect, giving the victims a -1 to hit and -2 to Spot and Listen checks. The stalking scent is unnoticed by any creature without a keen sense of smell (eg, the Scent ability). Any creature attempting to track a creature tagged with the stalker scent via Scent gains a +4 circumstance bonus on their tracking checks. The hallucinatory effect lasts for a number of minutes equal to the bagala's hit dice (normally 10), and can be avoided by a Will save (DC 18, Con-based save). The scent effect will last for 10 minutes per hit dice of the bagala hunter.

Stalking Hunt (Ex): A bagala hunter gains a +2 bonus to hit a creature tagged with stalking scent.

Flanking Attack (Ex): Bagala Hunters gain a +3d6 damage bonus when attacking a flanked target, as if they were a rogue. This bonus applies to the bagala's claw attacks, but not the damage from a rake.

Improved Grab (Ex): To use this ability, the Bagala must hit with a claw or 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 and can rake.


Balamant

Balamant Balamant Pup Lava Balamant Wandering Balamant
Medium Magical Beast Small Magical Beast (Immature) Large Magical Beast (Fire) Medium Magical Beast
Hit Dice: 8d10+32 (76 hp) 4d10+8 (30 hp) 7d10+21 (59 hp) 8d10+24 (68 hp)
Initiative: +2 +1 +1 +3
Speed: 40 ft. 30 ft. 40 ft. 50 ft.
AC: 20 (+2 Dex, +8 natural) touch 12, flatfooted 18 16 (+1 size, +1 Dex, +4 natural) touch 12, flatfooted 15 19 (-1 size, +1 Dex, +9 natural) touch 10, flatfooted 18 20 (+3 Dex, +7 natural) touch 13, flatfooted 17
Base Attack/Grapple +8/+12 +4/+0 +7/+15 +8/+10
Attack Bite +12 melee (1d8 + 6) Bite +5 melee (1d6) Claw +10 melee (1d6+4) or horns +10 melee (1d8+4) Bite +10 melee (1d8+3)
Full Attack Bite +12 melee (1d8 + 6) Bite +5 melee (1d6) 2 Claws +10 (1d6+4), bite +5 melee (1d8+2), horns +5 melee (1d8+2) Bite +10 melee (1d8+3)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: Powerful Charge
Special Qualities: Darkvision 60 ft., low-light vision, Scent, Camoflage, Restore, Support Darkvision 60 ft., low-light vision, Scent, Support Darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold, Scent Darkvision 60 ft., low-light vision, Scent, Camoflage, Adaptation, Fetch, Location Sense
Saves: Fort +10 Ref +8 Will +4 Fort +6 Ref +5 Will +1 Fort +8 Ref +6 Will +3 Fort +9 Ref +9 Will +3
Abilities: Str 19 Dex 15 Con 18 Int 12 Wis 14 Cha 11 Str 11 Dex 13 Con 14 Int 8 Wis 10 Cha 11 Str 19 Dex 13 Con 16 Int 8 Wis 12 Cha 8 Str 15 Dex 16 Con 17 Int 12 Wis 13 Cha 15
Skills: Hide +12 Listen +9 Move Silently +10 Sense Motive +10 Spot +8 Survival +8* Hide +9 Listen +3 Move Silently +4 Sense Motive +5 Spot +3 Survival +1* Listen +5 Spot +5 Survival +3* Hide +11 Listen +9 Move Silently +9 Search +5 Spot +9 Survival +8*
Feats: Alertness, Power Attack, Stealthy, Track (B) Alertness, Stealthy, Track (B) Power Attack, Improved Critical (horns), Powerful Charge, Track (B) Alertness, Power Attack, Stealthy, Track (B)
Region: Naroom Naroom Cald Naroom (Any)
Organization: Pack Pack Pack Solitary or Pair
Challenge Rating: 6 4 5 6
Control: 22 17 18 18*

Balamants are ferocious and loyal creatures, resembing canines. They live in packs, though they are quite adept at hunting and surviving alone. Balamant pups are cared for by all members of the pack, and they quickly learn how to support their packmates.

In addition, mature balamants of all varieties have an uncanny grasp of tactics. They instinctively identify which targets to attack, and can usually identify spellcasters or assess significant threats. Each variety has a different method of dealing with the threat though.

Skills: Balamants of all varieties have a +4 racial bonus on Survival checks when tracking by scent.

Balamant

This canine-like creature has a strong build and thick brown fur covering most of its body. Its ears and tail are adorned with tufts of light brown fur. Its four legs are short, but are armed with sharp claws to make up for this. It has a mane of light brown fur surrounding his head. Contrasting its fur, his eyes glow green.

Balamants resemble large dogs with oversized chests, somewhat short legs, and very thick fur. Their fur ranges from reddish brown to an umber color, with tan mane and highlights. Their coloration varies, and a few different families or subspecies with different markings exist. However, all balamants will cooperate, forming impromptu packs as needed.

Balamants that perceive a threat will usually attempt to approach the target from a blind side, then quickly move into attack.

Support (Su): Balamants can support other creatures by bolstering their abilities. Once every 1d4 rounds, a balamant can give another creature a +4 enhancement bonus to Constitution, a +2 enhancement bonus to hit, and a +2 competence bonus on all skill checks. This effect lasts for one minute per hit dice of the balamant (normally 10). The affected creature must be within 50 ft. of the balamant, and remain so for the duration of the effect. The balamant can choose to end this effect at will. It can only provide this support to one creature at a time. If the affected creature is another balamant (of any variety), the bonuses are +6 Constitution, +3 to hit, and +3 on skills.

Camoflage (Su): As a standard action, the balamant can blend into its surroundings, enabling it to sneak up on other creatures. This is a subtle illusory effect, giving the balamant a +15 on Hide checks. The balamant must be at least 30 feet from the observer, and can only move at a normal rate. The effect lasts 10 rounds.

Restore (Su): Balamants have minor restorative abilities that they use to help their packmates or allied creatures. This ability is identical to the Lesser Restoration spell. The balamant may use this ability once per hour.

Skills: The balamant's racial bonus on Survival checks while tracking by scent is +8. The standard balamant has an exceptionally keen nose. They also have a +4 racial bonus on Sense Motive checks.

Balamant Pup

This canine-like creature is obviously immature. It has a brown and tan coat, with tufts of fur at the tips of its ears and tail.

The balamant pup is a playful companion, commonly found among the Naroom villages. The pups learn from an early age how to support pack activities. By the time they emerge to take part in the pack, they stand about 12-18 inches at the shoulder.

Support (Su): The balamant pup has the Support ability (see above). However, the bonus is +2 Constitution, +1 to hit and +1 on skill checks. The affected creature must be within 40 ft. for the duration of the effect, and the effect lasts for 6 minutes. If the affected creature is another balamant, the bonus on Constitution increases to +3 and the to hit bonus rises to +2.

Skills: Balamant pups have a +4 racial bonus on Sense Motive checks. They use this instinctively to determine good playmates and masters.

Advancement:

Lava Balamant

This canine-like creature has a dark red body resembling burning-hot coals. It has a mane that is black like coals, and glowing yellow horns on its head, making it almost leonine in appearance. Its claws and eyes glow yellow just like its horns. Its hide is hairless, and its mane resembles a mineral growth rather than fur.

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

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

Powerful Charge (Feat): This feat, from the Miniatures Handbook, allows the lava balamant to inflict extra damage when it charges. As a large creature, the charge of the lava balamant will inflict an extra 2d6 damage on a charge.

Advancement: At 9HD, the Lava Balamant gains the Multi-Attack feat.

Wandering Balamant

This canine-like dream creature has shaggy tan fur covering most of its body, and small tufts of fur on the end of its ears and tail.

The wandering balamant is a variety of balamant which travels all over the moonlands. Its fur and body are slightly leaner, allowing it to move easier in different terrains. Its claws are short, allowing it to move faster than most other balamant varieties.

Wandering balamants are quite gregarious. Their friendly personality allows them to make friends wherever they travel, and they can be found in almost any region. Wandering balamants never have a regional penalty for control checks.

Camoflage (Su): As a standard action, the wandering balamant can blend into its surroundings, enabling it to sneak up on other creatures or escape from a threat. This is a subtle illusory effect, giving the balamant a +20 on Hide checks. The balamant must be at least 30 feet from the observer. The wandering balamant can hustle (2x movement) and still retain the effect, but the effect ends if it runs. This effect lasts 10 rounds.

Location Sense (Ex): The wandering balamant has a near-perfect sense of direction and location. If it has traveled through an area, it cannot get lost. This does not prevent the wandering balamant from becoming lost if summoned to an unfamiliar area, but even then, the wandering balamant has a +10 to its Survival checks to avoid being lost.

Fetch (Su): In addition to its innate sense of direction, the wandering balamant is adept at finding things. They can locate any object that they are familiar with. Treat this as a Locate Object spell, but the wandering balamant may use this ability at will.

Adaptation (Su): The wandering balamant can adapt to any of the environments of the Moonlands. Depending on the creature's current environment, the wandering balamant gains the following abilities: (Arderial) continuous Feather Fall, fly 3 times per day as a spell-like effect (Bograth) Immune to Diseases and Parasites; (Cald) Fire Resistance 5; (D'Resh) Immune to dessication, need only 1/4 water; (Kybar's Teeth) Immune to vertigo and altitude effects, +4 on Climb and Jump checks; (Nar) Cold Resistance 5; (Naroom) fast healing 2; (Orothe) Water breathing, 20 ft. swim speed; (Paradwyn) +4 saves vs. poison, immune to stalker gas (though the balamant can still be tagged); (Underneath) 120' darkvision; (Weave) wandering balamant can receive information from the Weave and weave creatures (though it cannot transmit). Adapting to a new region takes one full round; the wandering balamant cannot adapt to a different region than the one it is in.


Baldar

Baldar Ballistic Baldar Giant Baldar Rolling Baldar Thoughtful Baldar
Medium Monstrous Humanoid Medium Monstrous Humanoid Huge Monstrous Humanoid Medium Monstrous Humanoid Large Monstrous Humanoid
Hit Dice: 12d8 + 48 (102 hp) 11d8 + 44 (93 hp) 16d8 + 96 (168 hp) 8d8 + 24 (60 hp) 13d8 + 52 (110 hp)
Initiative: +4 +2 +0 +1 -1
Speed: 30 ft. 30 ft. 40 ft. 30 ft., 20 ft.
AC: 19 (+9 natural) 20 (+8 natural, +2 dex) 22 (+14 natural, -2 size) 19 (+8 natural, +1 dex) 20 (+12 natural, -1 size, -1 dex)
Base Attack/Grapple +12/+17 +11/+15 +16/+35 +8/+11 +13/+23
Attack Slam +17 melee (2d6+5) Slam +15 melee (d8+6) or rock +13 ranged (1d8+4) Slam +25 melee (2d8+11) or rock +14 ranged (2d8+11) Slam +11 melee (d8+4) Slam +18 melee (2d6+6)
Full Attack 2 slams +17 melee (2d6+5) Slam +15 melee (d8+6) or rock +13 ranged (1d8+4) 2 Slams +25 melee (2d8+11) or rock +14 ranged (2d8+11) Slam +11 melee (d8+4) 2 slams +18 melee (2d6+6)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 15 ft./15 ft. 5 ft./5 ft. 10 ft./10 ft.
Special Attacks: Demoralize Throw Rocks, Fly Like a Rock Trample 2d8 + 17, Hurl Earth, Throw Rocks Tumbling Attack
Special Qualities: Darkvision 60 ft. Darkvision 60 ft. Darkvision 60 ft., Damage Resistance 5/- Darkvision 60 ft. Darkvision 60 ft., Damage Resistance 5/-, Ponder, Spell Savant
Saves: Fort +8 Ref +8 Will +8 Fort +8 Ref +10 Will +7 Fort +11 Ref +10 Will +10 Fort +5 Ref +7 Will +6 Fort +8 Ref +7 Will +10
Abilities: Str 21 Dex 10 Con 19 Int 11 Wis 11 Cha 13 Str 19 Dex 14 Con 19 Int 11 Wis 9 Cha 13 Str 33 Dex 11 Con 23 Int 10 Wis 11 Cha 13 Str 16 Dex 13 Con 17 Int 11 Wis 11 Cha 10 Str 22 Dex 8 Con 19 Int 16 Wis 14 Cha 11
Skills: Balance +7 Climb +10 Intimidate +17 Jump +10 Survival +5 Balance +8 Climb +12 Jump +12 Spot +9 Balance +4 Climb +17 Intimidate +16 Listen +6 Spot +6 Climb +8 Jump +10 Spot +4 Tumble +19 Appraise +9 Concentration +20 Knowledge (all) +7 Listen +14 Search +11 Sense Motive +10 Spellcraft +15 Spot +14 Use Magic Device +6
Feats: Cleave, Improved Initiative, Improved Sunder, Mountain Warrior, Power Attack Power Attack Awesome Blow, Power Attack, Improved Bull Rush, Cleave, Great Cleave, Knockback Cleave, Improved Overrun, Mobility (B), Power Attack Power Attack
Region: Kybar's Teeth Kybar's Teeth or Arderial Kybar's Teeth Kybar's Teeth Kybar's Teeth
Organization: Solitary or gang (2-5) Solitary or gang (2-5) Solitary Solitary or gang (2-5) Solitary
Challenge Rating: 6 6 9 5 7
Control: 20 22 26 21 24

Baldars are a family of creatures which resemble stone humanoids. Each variety exhibits strong passions or emotions, rather than the usual stoicness associated with stonelike creatures.

Baldar

This creature resembles a stone humanoid with rough features. Its forearms are oversized and clublike, with short fingers. The creature has visible eyes, but no visible mouth.

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

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

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

Feat: Mountain Warrior: This feat, from Races of Stone, gives the baldar +1 to damage when on higher ground than their opponent, negates an opponent's +1 attack bonus if the opponent is on higher ground, and gives the baldar a +2 bonus on balance checks when on steep slopes.

Ballistic Baldar

This creature resembles a stone humanoid with rough features. Its forearms are oversized, with short fingers. The creature has visible eyes, but no visible mouth.

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

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

Ballistic baldars are difficult to distnguish from the more common baldar. Their limbs are slightly longer, and their forearms are somewhat aerodynamic. Only Kybarites and magi familiar with baldars could discern the differences.

The Ballistic Baldar does not share its brethren's Demoralizing effect on smaller or weaker creatures. However, other creatures still give the ballistic baldar a wide berth, particularly when it is above them. The ballistic baldars are quite capable of hurling small boulders, and sometimes enjoy sports-like games.

Rock Throwing (Ex): The range increment is 80 feet for a ballistic baldarŐs thrown rocks.

Fly Like a Rock (Ex): Perhaps the most unusual and well-known combat maneuver of ballistic baldars is their love of jumping out and landing on other creatures. As a full-round action, a ballistic baldar can

Skills: Ballistic baldars have a +4 racial bonus on Spot checks.

Giant Baldar

This creature resembles a huge stony giant with long, ape-like arms. It has a pair of short horns on its head, and appears to be completely composed of stone. Its grouchy attitude is obvious.

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

The giant baldar has a pair of short horns on its head. These horns are mostly ornamental, and the baldar cannot use them in combat.

Rock Throwing (Ex): The range increment is 100 feet for a giant baldarŐs thrown rocks.

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

Trample (Ex): Reflex half DC 29. The save DC is Strength-based.

Knockback (Feat): This feat, from Races of Stone, allows the giant baldar to knock its enemies backwards with its blows. If it uses Power Attack on a successful attack, it gets a free Bull Rush attempt against that enemy, with a bonus on the opposed strength check equal to the amount the giant baldar reduced his chance to hit. This does not provoke an attack of opportunity, and the baldar does not need to move with the enemy.

Rolling Baldar

Another offshoot of the baldars, the rolling baldar loves nothing so much as rolling down a hill. Like most baldars, they find physical contests entertaining, and rolling baldars happily try to roll into each other or other creatures. They also enjoy trying to roll around or through obstacles, and rolling baldars will sometimes create obstacle courses for their enjoyment. Of course, not all creatures enjoy being used as a target in their games.

Tumbling Attack (Ex): The rolling baldar can attempt to move through multiple targets as part of a tumbling attack. Treat this as a trample attack, except the baldar may attack creatures of any size. In addition, the baldar makes a Strength check against each victim's Strength or Dexterity check to determine if the opponent is knocked prone. Each combatant gets a +4 bonus on the check for each size category larger than Medium, or -4 for each size category smaller than Medium. The Rolling Baldar also gains a +6 competence bonus on its Strength check. If the rolling baldar knocks the target prone (or defeats it), it may continue onto additional targets. The baldar's competence bonus for the Strength check drops by 2 for each succeeding target (+4 against the second, +2 against the 3rd, etc.). The baldar does not need to roll through all squares of a Large or larger opponent to affect it.

Skills: Rolling Baldars have a +8 racial bonus on Tumble checks. Since they are as adept at rolling as walking, a rolling baldar can always choose to take 10 on Tumble checks, even if rushed or threatened.

Thoughtful Baldar

Unlike the other varieties of baldar who enjoy physical challenges, the thoughtful baldar prefers to ponder mental challenges. It frequently spends hours pondering an enigma.

Ponder (Ex): The thoughtful baldar may ponder a particular question. It can spend 10 minutes pondering the answer to a challenge, and gain a +4 circumstance bonus to its knowledge check to answer the question. Alternately, for particularly difficult questions, the thoughtful baldar may ponder the answer for a full hour, and gain a +10 circumstance bonus instead. This bonus only applies to a single question or mental challenge. If the baldar is disturbed during this time (e.g., he fails a Concentration check for any reason), the Ponder attempt fails.

Spell Savant (Su): The baldar has a knack for providing help for its magi when the magi is casting spells. The thoughtful baldar may make a Knowledge: Arcane check to gain insight on a particular spell (selected from the magi's spells at random). The DC for this check is 20+ the spell level. If the baldar makes this check, it can provide insight into casting the spell more efficiently, providing one of the following benefits (also random; roll d4):

  1. Sudden Empower
  2. Sudden Enlarge
  3. Sudden Extend
  4. Reduced Cost: Casting cost in Dream Energy is either half cost (round up), or 7 energy cheaper, whichever is greater.

Once the baldar has provided this benefit, its knowledge fades in 3 rounds. It may make another Spell Savant check to learn secrets about another random spell. A thoughtful baldar may only know one spell talent at a time. The magi does not need to use the metamagic feat if offered, but must decide at the time of casting.

Skills: The thoughtful baldar receives a +4 racial bonus to all Knowledge skills, and may make untrained knowledge checks.


Baloo

Baloo Root Poison Baloo Root
Diminuative Plant Small Plant
Hit Dice: 1d8+4 (8 hp) 7d8+24 (55 hp)
Initiative: +2 +1
Speed: 10 ft. 20 ft.
AC: 19 (+2 dex, +3 natural, +4 size) 17 (+1 dex, +5 natural, +1 size)
Base Attack/Grapple: +0/ +5/+2
Attack: none Slam +7 melee (1d4+1 + poison)
Full Attack: none Slam +7 melee (1d4+1 + poison)
Face/Reach: 1 ft./1 ft. 5 ft./5 ft.
Special Attacks: none Poison, Wither
Special Qualities: Plant qualities, Nourish Dreamwarp, Plant qualities, Poisonous
Saves: Fort +3 Ref +2 Will +0 Fort +8 Ref +3 Will +3
Abilities: Str 1 Dex 14 Con 13 Int 8 Wis 11 Cha 6 Str 12 Dex 13 Con 16 Int 11 Wis 13 Cha 8
Skills: Heal +8 Escape Artist +5 Heal +5 Listen +7 Spot +7
Feats: Toughness Ability Focus (Wither), Toughness, Weapon Finesse
Region: Any Bograth or Paradwyn
Organization: Solitary or bunch (2-8) Solitary
Challenge Rating: 0 4
Control: 5 17

The Baloo is a stately tree common to Naroom, Paradwyn, and Bograth. Its roots, sap, and leaves all have healing properties.

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

Baloo Root

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

Baloo roots exist in two forms, animated and inanimate. Animated baloo roots follow the rules of dream creatures, but have only marginal sentience. They can follow simple commands, but most magi simply summon them, and direct them toward the creature needing healing. Inanimate baloo roots are carried as objects.

Nourish (Su): Baloo roots provide nourishment and healing to any creature consuming them. Inanimate baloo roots provide 1d4+1 hit points of healing, while animated baloo roots provide 1d8+1 healing for the creature consuming them. An inanimate baloo root is destroyed when consumed (it has no existence on the Dream Plane), while animated baloo roots may be resummoned later, like a normal dream creature. Animated baloo roots consumed in this fashion cannot be summoned again for one hour.

Skills: Baloo Roots have a +4 racial bonus on Heal checks.

Poison Baloo, Poison Baloo Root

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

Poison Baloo Roots, once animated, frequently spend much longer wandering. They apparently are less willing to dig themselves in to become a new tree, and many poison baloo roots choose to remain in the service of a magi rather than continue to the next phase of its life.

Dreamwarp (Su): In addition to its other abilities, the Poison Baloo Root has the ability to Dreamwarp itself.

Wither (Su): The poison baloo root can emit a noxious gas once every 1d6 rounds. This gas causes a withering effect in all creatures within a 35 ft. radius. Creatures exposed to the gas suffer 2d6 damage, half if a Fortitude save is made (DC 18, Con-based save). Those who fail the saving throw are also poisoned, suffering initial and secondary damage of 1d4 Con. The gas can affect creatures who do not need to breathe (such as constructs), though such creatures do not suffer the poison damage.

Poison Sap (Ex): The poison baloo root is quite poisonous. When the poison baloo root attacks, its sap coats the creature's limbs, possibly poisoning its target. On a successful hit, the target must make a fortitude save (DC 16). Initial and secondary damage is 1 Con. In addition, any creature that successfully bites the poison baloo root must make a fortitude save (DC 16, Con-based save), or become poisoned. Initial and secondary damage is 1d6 Con.


Barl

Deep Barl Sea Barl Snow Barl Pup (Immature)
Large Magical Beast Medium Magical Beast Small Magical Beast (Cold)
Hit Dice: 9d10 + 18 (67 hp) 6d10 + 6 (39 hp)
Initiative:
Speed: 20 ft., Swim 50 ft. 20 ft., Swim 40 ft. 10 ft., Swim 30 ft.
AC: 20 (+3 dex, +8 natural, -1 size) 17 (+1 dex, +6 natural)
Base Attack/Grapple: +9/+19 +6/+10
Attack: Bite +14 melee (2d6+9) Bite +10 melee (1d8+6) Bite + (1d4+1)
Full Attack: Bite +14 melee (2d6+9) Bite +10 melee (1d8+6) Bite + (1d4+1)
Face/Reach: 10 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Swallow Whole, Consume Lore
Special Qualities: Darkvision 60 ft., low-light vision Darkvision 60 ft., low-light vision Darkvision 60 ft., immunity to cold, low-light vision, vulnerability to fire
Saves: Fort +8 Ref +9 Will +4 Fort +6 Ref +6 Will +3 Fort + Ref + Will +
Abilities: Str 22 Dex 16 Con 15 Int 18 Wis 13 Cha 14 Str 18 Dex 13 Con 13 Int 20 Wis 13 Cha 11 Str 12 Dex 14 Con 12 Int 14 Wis 10 Cha 13
Skills: Bluff +8 Intimidate +8 Knowledge (Arcana) +12 Knowledge (Nature) +12 Listen +13 Search +16 Sense Motive +9 Spot +9 Swim +18
Feats: Ability Focus (Consume Lore), Combat Expertise, Combat Intuition, Power Attack
Region: Orothe Orothe Nar
Organization: Solitary, pair, or herd (3-8) Solitary, pair, or herd (3-12) Solitary, pair, or herd (3-8 adults + 1-4 pups)
Challenge Rating: 6 4 4
Control: 22 14 19

The Barl is a walrus-like creature with an extraordinarily large head. They have a tail resembling a dolphin's rather than rear flippers. Barls are generally peaceful creatures. They are projecting empaths, sending images and sensations as a form of communication, in addition to being able to speak normally.

Skills: A barl of any variety 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.

Deep Barl

Deep Barls are larger than most of their brethren, and more predatory. They have a nasty streak, and may bully smaller creatures.

Swallow Whole (Ex): A deep barl can try to swallow a grabbed opponent of a smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d6 points of acid damage, plus Int damage (see below). A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 18 points of damage to the barl's internal organs (AC 14). Once the creature exits, muscular action closes the hole; another swallowed opponent must cut its own way out. A large deep barl's interior can hold 1 Medium, 2 Small, 4 Tiny, or 8 Diminutive or smaller opponents.

Consume Lore (Ex): A Deep Barl that swallows a creature begins to inflict intelligence damage on its prey, as it begins to syphon thoughts and lore from the creature. The affected creature must make a Will save (DC 17, Will-based save) or suffer 1d4 Int damage each round. Dream creatures that are reduced to 0 intelligence are returned to the dream plane; other creatures simply pass out until the barl's digestive juices dissolve them. For each 3 point of intelligence that the barl drains, it gains 1 point of temporary intelligence.

Shadow (Ex): The deep barl ignores Core taint, and may serve a tainted master.

Combat Intuition (Feat): This feat, from Complete Adventurer, gives the Deep Barl a +1 to hit an opponent that it engaged in the previous round.

River Barl

This barl variant is smaller than the marine barls, and dwells in rivers. The abilities of this barl are not known, though the creatures are intelligent. The barlbridge uses these types of barls.

Sea Barl

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

Snow Barl

Snow Barls inhabit the northern regions of the waters near Nar. They are dual-region creatures (Orothe/Nar), and one of the larger barl varieties. Mature snow barls are reclusive, generally dwelling in remote locales.

Snow Barl Pup

The pups of the snow barls keep to the land until they mature enough to brave the deeper icy waters. Snow barl pups are curious, particularly about magi and their control of the flow of dream energy. They will occasionally magine themselves to help a Naran magi in a duel.

A snow barl pup magining itself will form a link to a Naran magi almost as if the Naran magined it. The snow barl pup automatically forms an empathic link with the magi.


Beeb

Diminuative Aberration
Hit Dice: 3d8 (13 hp)
Initiative: +7 (+3 dex, +4 Improved Initiative)
Speed: 10 ft. Burrow 20 ft. (sand only)
AC: 19 (+2 natural, +3 dex, +4 size)
Base Attack/Grapple: +2/-14
Attack: Gore +9 (1pt.)
Full Attack: Gore +9 (1pt.)
Face/Reach: 1 ft. by 1 ft./0 ft.
Special Attacks: Barbs, Underfoot
Special Qualities: Darkvision 60 ft., Tremorsense (sand only)
Saves: Fort +1 Ref +4 Will +4
Abilities: Str 3 Dex 16 Con 10 Int 8 Wis 12 Cha 11
Skills: Hide +17 Tumble +7
Feats: Improved Initiative, Weapon Finesse (Quills)
Region: D'Resh
Organization: Solitary or Group (2-12)
Challenge Rating: 2
Control: 14

This small creature resembles a weird cross between a cactus, porcupine, and slug. The green creature has no legs, though it does have eyes and a mouth.

Beebs are quite common in D'Resh. They are considered a nuisance by visitors. They move with a sort of swimming motion, and can swim through the sands. They are covered by cactus-like quills, which they can either cause to lie flat against their skin, or stick out, poking anyone handling them.

Beebs are remarkably resilient, suffering no damage if a larger creature steps on them, and their thick hide gives them added protection.

Barbs (Ex): Any creature striking a Beeb with natural weapons (or stepping on one) takes 1d4 damage, impaling themselves on multiple quills.

Underfoot (Ex): Beebs are quite capable of quicky moving to position themselves where a creature will step on them. Each beeb occupying a square will automatically damage a creature moving into that square on foot, or taking any action which allows an attack of opportunity and involves motion (such as spellcasting with a somatic component). Only Medium and larger creatures are affected by this ability.


Bhatar

Bhatar Vine Bhatar
Large Plant Medium Plant
Hit Dice: 7d8 + 28 (59 hp) 4d8 + 6 (26 hp)
Initiative: -1 +5
Speed: 40 ft., Burrow 20 ft. 30 ft.
AC: 18 (+10 natural, -1 size, -1 dex) 16 (+5 natural, +1 dex)
Base Attack/Grapple: +5/+15 +3/+7
Attack: Slam +10 melee (2d6+6) or Tendrils +10 melee (improved grab) Slam +7 melee (1d8+6)
Full Attack: 2 Slams +10 melee (2d6+6) and Tendrils +5 (improved grab) Slam +7 melee (1d8+6)
Face/Reach: 10 ft./10 ft. (20 ft.) 5 ft./15 ft.
Special Attacks: Burrowing charge, Improved Grab, Constrict 1d8 + 5 Improved Grab, Constrict 1d8 + 6, Whiplash
Special Qualities: Plant traits, Tremorsense Plant traits, Scent
Saves: Fort +9 Ref +1 Will +2 Fort +6 Ref +2 Will +2
Abilities: Str 23 Dex 8 Con 19 Int 8 Wis 11 Cha 11 Str 19 Dex 13 Con 15 Int 10 Wis 13 Cha 9
Skills: Listen +5 Spot +5 Hide +5 Listen +4 Spot +5 Survival +4
Feats: Cleave, Powerful Charge, Power Attack Power Attack, Improved Initiative
Region: Naroom Paradwyn
Organization: Solitary Solitary
Challenge Rating: 5 3
Control: 21 16

Bhatars are plant creatures which have a quasi-humanoid form, complete with a relatively humanoid face and hands. They are capable combatants, quite willing to fight for their allies. The bhatar's limbs are actually composed of a multitude of tendrils, which are usually bound together into a humanoid limb shape, but can unwrap to reach and grab an opponent easier. Thus the bhatar can either resemble a large humanoid, or a vaguely humanoid shape with masses of tendrils for arms and legs.

All bhatar varieties can grab and constrict opponents. However, each specializes in particular ways they use this ability.

Bhatar

The common bhatar would be what many sages might call a "root elemental" - it is a plant-like creature apparently composed of strong rootlike branches at the base, rising to a humanoid upper body. It is very strong, and its roots can burrow into stone structures and destroy them over time. It is also deceptively quick, and can move through forests or tunnels more rapidly than one might expect. The tendrils of the bhatar resemble strong roots.

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

Burrowing Charge (Ex): In addition to using its great strength, the Bhatar will charge its enemies very adeptly. It can quickly dig into soil and rock to attack subterranean creatures, and use a Charge attack with burrowing movement. In addition, its lower roots frequently are able to quickly hamper a subterranean creature's movement, and diminish the effectiveness of natural defenses that the opponent might have.

Constrict (Ex): A bhatar deals 1d8+5 points of damage with a successful grapple check.

Improved Grab (Ex): To use this ability, a bhatar must hit with its root tendrils. 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 and can constrict. The bhatar may only attack creatures below the surface or within stone or earth with its root tendrils.

Powerful Charge (Feat): This feat, from the Miniatures Handbook, allows the bhatar to inflict extra damage when it charges. As a large creature, the charge of the bhatar will inflict an extra 2d6 damage on a charge.

Vile Bhatar

This corrupted version of the standard bhatar has been known to work for Naroom shadow magi. It is as effective against subterranean creatures as its non-corrupted brethren. Little else is known about this core creature.

Vine Bhatar

This plant-like creature resembles a humanoid composed of thick vines. While you watch, its hands become strong lengths of vine, whipping out to attack.

The vine bhatar is a smaller variety of bhatar that has adapted to the jungle climate. Its upper body is less compact (and humanoid-looking) than the common bhatar, and it

The vine bhatar actually has a well-developed sense of smell. While it cannot track particularly well, it can use its scent ability to identify targets. It is also sensitive to the smell of stalking scent, and will attack any creatures that have been tagged by the stalking scent out of preference.

The vine bhatar's primary attack is a whip-strike with its arms. During the attack, the arms uncoil up to a length of 15 ft. In addition, it is sensitive to stalking scent, and frequently seeks a stalked victim.

Improved Grab (Ex): To use this ability, the vine bhatar must hit with its slam 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 and can constrict.

Constrict (Ex): A vine bhatar does 1d8+6 damage with a successful grapple check.

Whiplash (Ex): Against creatures tagged with the stalking scent, a vine bhatar's attacks are even more dangerous. In addition to the normal effects, the vine bhatar's strike gains a circumstance bonus of +1d6 damage against a stalked creature, as it is able to strike more accurately against such foes. It does not gain any extra damage for constriction.


Bikneets

Fine Plant
Hit Dice: 2d8
Initiative: +1
Speed: 0 ft.*
AC: 23 (+8 size, +1 dex, +4 shield)
Base Attack/Grapple: +1/-20
Attack: Self-propelled +2 ranged (1d4)
Full Attack: Self-propelled +2 ranged (1d4)
Face/Reach: 5 ft./5 ft.
Special Attacks: Self-propelled
Special Qualities: Plant Traits, Shield, Short-range Teleport, Great Shield
Saves: Fort +3 Ref +1 Will +3
Abilities: Str 1 Dex 13 Con 10 Int 14 Wis 16 Cha 8
Skills: Gather Information +4 Hide +19 Listen +10 Sense Motive +6 Spot +10
Feats: Alertness
Region: Naroom
Organization: Solitary or cluster (5-30)
Challenge Rating: 2
Control: 15

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

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

Self-Propelled (Su): The bikneets only have one offensive ability. When suspended from a tree or other object, the bikneets can shoot itself downward at a target. They can target a creature up to 45 degrees from straight down. This attack does 1d4 damage if it hits. This attack is treated as a missile attack, with a 50' range increment. The bikneets has a base +4 to hit with this attack, but the bikneets will rarely employ this attack (and only in desperation or when the opponent is surprised). This attack is considered a Force attack, and therefore it can strike incorporeal creatures without the normal miss chance.

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

Great Shield (Su): The bikneets can expend its dream energy (returning to the Dream Plane) and surround another creature with an impenetrable shell of force for d4+1 rounds. This is identical to the 5th level Arcane spell Wall of Force, but it only extends to surround the affected creature (essentially 1-3 inches around the creature's body). This does allow the creature to move normally. The bikneets must be in contact with the other creature to activate this ability; it frequently allows itself to be swallowed by the other creature (with no ill effect, of course). A bikneets that expends its energy in such a fashion cannot be summoned again for at least an hour.


Bisiwog

Bisiwog Rabid Bisiwog
Small Magical Beast Small Magical Beast
Hit Dice: 5d10 + 15 (42 hp) 6d10 + 24
Initiative: +1 (Dex) +6 (+2 Dex, +4 Improved Initiative)
Speed: 30ft., burrow 20 ft. 30ft
AC: 16 (+1 dex, +4 natural, +1 size) 17 (+2 dex, +4 natural, +1 size)
Base Attack/Grapple: +5/+4
Attack: Claw +9 (d8+3) Claw +10 (d8+3)
Full Attack: 2 Claws +9 (d8+3) 2 Claws +10 (d8+3)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Qualities: Darkvision 120 ft., low-light vision, Tremorsense, Darkvision 120 ft., low-light vision, Improved Uncanny Dodge, Shadow
Saves: Fort +7 Ref +5 Will +2 Fort +8 Ref +7 Will +3
Abilities: Str 16 Dex 13 Con 17 Int 6 Wis 12 Cha 11 Str 16 Dex 15 Con 17 Int 6 Wis 12 Cha 11
Skills: Hide +7 Listen +5 Move Silently +3 Intimidate +3 Jump +5 Listen +5
Feats: Tunnel Fighting, Tunneling Attack Combat Reflexes, Improved Initiative, Power Attack, Whirlwind Attack (B)
Region: Underneath Underneath
Organization: Solitary, Pair, or Family (3-6) Solitary, Pair, or Family (3-6)
Challenge Rating: 3 4
Control: 16 17

Bisiwog

This creature resembles a small badger-like creature with very thick pale purple fur. It has very long claws resembling glowing crystal on its forepaws.

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

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

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

Feat - Tunnel Fighting: This feat, from Races of Stone, allows the bisiwog to attack normally when squeezing. It suffers no penalty when squeezing through a tight space.

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

Rabid Bisiwog

The rabid bisiwog resembles its non-rabid cousin. The only physical differences are that the rabid bisiwog has additional crystalline growths on its elbows and two parallel lines of crystalline spines down its back. However, its behavior is much less timid, usually resembling a frenzy.

Rabid bisiwogs also do not stay burrowed. Feeling the need to move and attack, they avoid burrowing themselves, and do not like confined spaces. They also rarely retreat, unlike a normal bisiwog.

The rabid bisiwog is not actually rabid (in the traditional sense), nor is it infectious.

Improved Uncanny Dodge (Ex): The rabid bisiwog cannot be flanked, nor does it lose its dexterity bonus to AC. A rogue with at least 4 more levels than the rabid bisiwog's hit dice may overcome this ability.

Shadow (Ex): The rabid bisiwog ignores Core taint, and may serve a tainted master.


Bleph

Tiny Aberration
Hit Dice: 2d8 +2 (11 hp)
Initiative: +4 (dex)
Speed: 20 ft.
AC: 18 (+2 natural, +2 size, +4 dex)
Base Attack/Grapple: +1/-7
Attack: Slam +7 (1d4)
Full Attack: 2 slams +7 (1d4)
Face/Reach: 2 1/2 ft./0 ft.
Special Attacks: Stunning Strike
Special Qualities: Immunity to Diseases and Parasites
Saves: Fort +1 Refl +4 Will +4
Abilities: Str 10 Dex 19 Con 12 Int 14 Wis 14 Cha 8
Skills: Balance +6 Climb +2 Hide +14 Jump -1 Move Silently +6 Spot +3 Tumble +9
Feats: Combat Reflexes (B), Weapon Finesse, Underfoot Combat (B),
Region: Bograth
Organization: Solitary or Horde (3-12)
Challenge Rating: 1
Control: 12

This tiny creature has six insect-like legs originating from a small round body. The creature's head is part of its body, with a large mouth and two small glowing eyes. The creature's legs end in large paws, complete with two claws on each paw. The creature is covered in greenish fur with some golden patches, except for on part of its legs.

Blephs are rather social creatures. They form small hordes at times, but are also content to explore alone. Bleph hordes are known to assist other Bograthian creatures., and will readily lend their strength to other large groups. When assisting larger creatures, they will sometimes perch on the other creature's shoulders, ready to leap into combat against the other creature's foes. When operating alone, a bleph will size up its opponents, and strike when it has an advantage.

The bleph is a capable combatant despite its small size. It will typically scurry from the underbrush, unleashing a flurry of blows against an unsuspecting opponent. The bleph excels at combat against multiple opponents. It has a knack for confusing creatures with its agility.

Feat - Underfoot Combat: This feat, from Races of the Wild, allows the bleph to enter an opponent's square (of at least Large size), and melee with the creature normally. The bleph gains a +4 bonus to AC. The bleph frequently uses tumbling movement to enter the square.

Stunning Strike (Ex): The bleph can attempt to stun an opponent with its strike twice per day. The bleph must designate the blow as stunning before it rolls to attack. If the blow is successful, the target must make a Fortitude save (DC 13) or be stunned in addition to taking damage. This effect is identical to the Stunning Strike feat.

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

Advancement: The bleph may use its stunning strike once per day per HD, and the save is equal to (10+HD+Wis bonus).


Bolobog

Tiny Magical Beast
Hit Dice: 1d10+1 (6 hp)
Initiative: +3
Speed: 20 ft.
AC: 17 (+2 size, +3 Dex, +2 natural) touch 15, flatfooted 14
Base Attack/Grapple: +1/-10
Attack: Gore +6 melee (1d6 -3)
Full Attack: Gore +6 melee (1d6 -3)
Face/Reach: 2 1/2 ft./0 ft.
Special Qualities: Darkvision 60 ft., low-light vision, Immunity to Diseases and Parasites, Strengthen
Saves: Fort +3 Ref +5 Will +1
Abilities: Str 4 Dex 16 Con 13 Int 10 Wis 12 Cha 11
Skills: Balance +8 Climb +8 Hide +14 Jump +5 Tumble +8
Feats: Weapon Finesse, Stealthy (B)
Region: Bograth
Organization: Solitary or Communal group (3-18)
Challenge Rating: 1
Control: 12

This small creature resembles a round ball of light brownish fur with a vaguely canine face. Its arms and legs, each originating from the main body of the creature, end in paws. The creature has two oversized horns that are a mossy green in color.

Bolobogs are common creatures in Bograth, and they are relatively friendly. Bolobogs are playful, tumbling through the twisted trees of their swampy land. They live in small communal groups, and are almost never encountered alone. Bolobogs also befriend other creatures, and their demeanor makes them one of the more popular creatures for novice Bograthian mages to acquire.

Bolobogs are far from harmless, however. Their horns, which also vaguely resemble crustacean claws, do far more damage than one might expect from such a small creature. When attacking, bolobogs like to leap from the trees, spearing their opponent (treat this as a Charge). They like to strike from multiple directions at once, harassing their foes with coordinated attacks. Furthermore, the bolobog's Strengthen ability (see below) makes their attacks even more dangerous. A full group of bolobogs can make a minor threat become quite dangerous.

Strengthen (Su): Three times per day, a bolobog can Strengthen another creature, giving it a +2 enhancement bonus to Strength. While this ability is minor in isolation, the Bolobog's enhancement bonus stacks with any other enhancement bonus except for the bolobog's own. Therefore, three different bolobogs can enhance a creature with +6 strength. This enhancement bonus lasts for one minute.

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

Skills: The bolobog has a +4 racial bonus to Balance, Jump and Tumble checks. It may use its Dexterity modifier instead of its Strength modifier for Climb and Jump checks.

Advancement: The bolobog's Strengthen ability lasts for 1 minute per hit dice it has.


Borgor

Large Giant
Hit Dice: 13d8 + 65 (124hp)
Initiative: -1 (Dex)
Speed: 30 ft.
AC: 22 (-1 Dex, +12 Natural, +2 Armor, -1 Size) touch 8, flatfooted 22
Base Attack/Grapple: +9/+20
Attack: Slam +15 (2d6+7 crit 19-20/x2) or Claw +15 (d8+7 crit 19-20/x2)
Full Attack: 2 Slams +15 (2d6+7 crit 19-20/x2), Bite +10 (d6+3); or 2 Claws +15 (d8+7 crit 19-20/x2)
Face/Reach: 10 ft./10 ft.
Special Attacks: Quake, Sever
Special Qualities: Low-light vision
Saves: Fort +13 Ref +3 Will +4
Abilities: Str 25 Dex 8 Con 21 Int 10 Wis 10 Cha 13
Skills: Craft (armoring) +7 Intimidate +8 Listen +6 Search +6 Spot +6
Feats: Cleave, Improved Critical (slam), Improved Critical (Claws), Improved Sunder, Power Attack
Region: Core
Organization: Solitary
Challenge Rating: 8
Control: 25

This ogre-like creature has two long horns running from its head and curving down its back. The creature is enormously fat, waddling on two short legs. It has a fanged mouth, thick rubbery green skin, and sharp claws on the end of its massive arms.

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

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

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

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

Quake (Su): The Borgor can, as a standard action, generate a minor quake centered on itself, with a 60' radius. The quake is much less powerful than a full Earthquake, but it will knock other creatures off their feet (Reflex save vs. DC 25 to avoid falling down). Furthermore, if the borgor is underground, parts of the ceiling will shake loose and fall upon creatures in the area of effect for 4d6 damage (Reflex Save vs DC 25 to avoid damage; a failed save on this also automatically knocks down the victim). Borgors are immune to being knocked over by this because of their weight and stature, but still must save to avoid the falling debris. Borgors like to jump in place when generating this quake. The save for this effect is strength-based, and the borgor may use this ability once every 1d4 rounds (though they will hesitate to use it repeatedly if underground).

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

A Dream Creature that has a limb severed, then returns to the Dream Realm to be summoned later, will have the limb regrown the next time it is summoned. Dream Creatures cannot regenerate severed limbs in the Physical World without the aid of a Healer. Although a severed limb would usually disappear immediately, those severed by the borgor's attacks remain in the physical world. Artificers suspect that the severing strike also preserves the limb.


Braggle

Braggle Lightning Braggle
Small Magical Beast (Fire, Shapechanger) Small Magical Beast (Shapechanger)
Hit Dice: 5d10+5 (32 hp) 3d10 (16 hp)
Initiative: +6 +7
Speed: 30 ft., Climb 20 ft. 30 ft., Fly 30 ft.
AC: 16 (+1 size, +2 dex, +3 natural) touch 13, flatfooted 14 17 (+1 size, +3 dex, +3 natural) touch 14, flatfooted 14
Base Attack/Grapple: +5/+1 +3/-1
Attack: Claw +6 melee (1d6) Claw +4 melee (1d4)
Full Attack: 2 Claws +6 melee (1d6) 2 Claws +4 melee (1d4)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Lightning Bolt, Shock
Special Qualities: Darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold, Morph, Mirror Shield, Camoflage Darkvision 60 ft., low-light vision, immunity to electricity
Saves: Fort +5 Ref +6 Will +2 Fort +3 Ref +6 Will +2
Abilities: Str 10 Dex 14 Con 13 Int 11 Wis 13 Cha 12 Str 10 Dex 16 Con 11 Int 9 Wis 12 Cha 11
Skills: Bluff +3 Climb +10 Hide +10* Listen +3 Move Silently +6 Spot +3 Survival +5 Hide +10 Move Silently +6 Spot +5
Feats: Improved Initiative, Stealthy Improved Initiative, Stealthy
Region: Cald Arderial
Organization: Solitary or mated pair Soliary, mated pair, or storm (3-8)
Challenge Rating: 4 3
Control: 18 16

Braggles are small gecko-like creatures that are usually found in Cald. They are rare, reclusive creatures, and their abilities make them difficult to capture. However, braggles are quite loyal, and their talents make them popular among Cald magi.

Braggle

Braggles are very adaptable creatures, and can also be found in other regions. While other creatures also can adapt to their physical environment, the braggle takes this ability one step further, and can actually transform into part of the environment. Rather than adapting to resist the cold of Nar or the watery depths of Orothe, braggles actually transform into components of their environment. In such forms, they not only adapt fully to their environment, but also link themselves to the magical power inherent in the land, granting them a physical resistance to creatures within the region.

Morph (Su): Five times per day, a braggle may transform itself into an alternate form. It may select any region to adapt to, not only its current region. It may assume any of the following forms:

Morphing is a full-round action. If the braggle is morphed into a different form than its Cald form, it loses the Fire descriptor, and can be harmed by fire. In all of its forms, the braggle's gemstone claws remain the same (except for color). The braggle can return to its natural (Cald) form as a Move action at any time; this does not count as a use of its Morph ability.

Mirror Shield (Ex): As a side effect of its morphing ability, the braggle gains Damage Reduction 10, but only against creature attacks from the region it has morphed into. If brought into another world, the braggle's Mirror Shield corresponds to creatures of a similar nature (Fire creatures in its Cald form, evil or vile creatures in its Core form, etc.)

Camoflage (Ex): While a braggle is morphed into a form matching its current environment, it gains a +8 circumstance bonus on Hide checks.

Skills: Braggles have a +8 racial bonus on Climb checks. A braggle can always choose to take 10 on Climb checks, even if rushed or threatened. Braggles use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Advancement: As the braggle advances, it gains one additional use of its Morph ability for each additional hit dice. When it reaches 10HD, the Damage Reduction of its Mirror Shield rises to 15.

Lightning Braggle

The lightning braggle dwells in the clouds of Arderial. They are an offshoot of braggles that enjoyed flying so much they abandoned their alternate forms. They have adapted their shapechanging to morph into a small lightning bolt, and dart among the clouds.

Flight (Ex): Lightning braggles levitate automatically while in their normal form. This ability cannot be suppressed, as it is a natural part of the creature.

Alternate form (Su): Rather than being able to change its form to adapt to surroundings, the lightning braggle actually can change shape into the form of a small lightning bolt. In this form, the braggle can strike opponents. A lightning braggle in lightning form inflicts 3d6 electrical damage in a 30 ft. line, starting from the braggle's current location (Reflex DC 11 half; the save DC is Con-based). The lightning braggle may strike once every 1d4 rounds; after it strikes, it must revert to its natural form, materializing at the end of the lightning strike. A lightning braggle may remain in lightning form, resembling ball lightning or a will-o-wisp, until it makes a strike.

Shock (Su): The lightning braggle can channel electricity into its claws. The braggle's next successful claw attack inflicts an extra 1d6 electrical damage. The lightning braggle's claws glow when they are charged with a shock. The lightning braggle can use Shock once every 1d4 rounds.


Brannix

Large Magical Beast
Hit Dice: 8d10 + 16 (60 hp)
Initiative: +2
Speed: 30 ft. Fly 80 ft (good)
AC: 17 (-1 size +2 Dex, +6 natural) touch 11 flatfooted 15
Base Attack/Grapple: +8/+18
Attack: Claw +13 (d8+6)
Full Attack: 2 Claws +13 (d8+6), bite +6 (d6+3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Powerful Charge
Special Qualities: Darkvision 60 ft., low-light vision, Shadow
Saves: Fort +8 Ref +8 Will +4
Abilities: Str 23 Dex 14 Con 15 Int 9 Wis 14 Cha 11
Skills: Listen +5 Move Silently +6 Spot +13
Feats: Flyby Attack, Power Attack, Powerful Charge
Region: Arderial
Organization: Solitary
Challenge Rating: 5
Control: 19

This creature vaguely resembles a bear or lion with pink fur. It has two large wings growing from the side of its head. Its muzzle, belly and large bushy tail are white, and it has a white crest on the top of its head.

The Brannix is an Arderial predator, preying upon other creatures of the air. It is perfectly at home even in the most turbulent weather.

Absorbtion (Su): the Brannix can absorb the air around it, in a manner similar to breathing, but it also acts as a filter. This has the effect of causing severe disorientation to any airborne creatures within 40 ft, stunning them for 1d4 rounds (DC 18 Will save, Con-based save; success means the creature is dazed for one round) as the air around them suddenly draws them toward the waiting brannix. In addition, this ability inflicts 8d6 damage against gaseous creatures such as xyxes or lovians (half if the save is successful). The brannix may use this ability once every 1d6 roundsz.

Immune to Gas (Ex): As a side effect of its absorbtion ability, the brannix is immune to any gases. It simply absorbs and filters the effects of the gases. This effect does not prevent damage to other creatures within the area of effect of a gas attack.

Pounce (Ex) If a brannix charges a foe, it can make a full attack.

Powerful Charge (Feat): This feat, from the Miniatures Handbook, allows the brannix to inflict extra damage when it charges. As a large creature, the charge of the brannix will inflict an extra 2d6 damage on a charge. The brannix gains this extra damage on its claw attacks only.

Shadow (Ex): The brannix ignores Core taint, and may serve a tainted master.

Skills: The brannix has a +8 racial bonus on Spot checks.

Advancement: For every hit dice the brannix gains, it absorbtion ability gains +5 ft. radius, and does +1d6 damage against gaseous creatures.


Brub

Small Aberration
Hit Dice: 4d8+8 (26 hp)
Initiative: +1
Speed: 20 ft., Climb 10 ft.
AC: 15 (+1 size, +1 dex, +3 natural), touch 12, flatfooted 14
Base Attack/Grapple: +3/+0
Attack: Slam +5 melee (1d4+1)
Full Attack: Slam +5 melee (1d4+1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Lamp, Beam, Scrub
Special Qualities: darkvision 120 ft.
Saves: Fort +3 Ref +2 Will +5
Abilities: Str 13 Dex 12 Con 15 Int 9 Wis 13 Cha 12
Skills: Climb +10 Hide +7 Listen +3 Move Silently +3
Feats: Ability Focus (Spores), Stable Footing
Region: Underneath
Organization: Solitary or Colony (3-18)
Challenge Rating: 2
Control: 14

This creature resembles a short mushroom cap with a number of small cilia-like feet, about 3-4 ft. in diameter. It has two long eyestalks ending in glowing eyes. The glow from its eyes illuminate the area nearby.

Brubs are underground creatures that are primarily noteworthy because of their predatory nature. They are among the numerous fungoidal creatures common to the Underneath. They possess two eyestalks which emit a light brighter than most other creatures in the subterranean lands (equivalent to a torch). They vary in color, ranging from blue, purple, red, pink, or orange. Many have spots.

Physically, they do not seem to be capable of harming other creatures at first glance; however, this is deceptive. Brubs are noteworthy because they prey almost exclusively on one type of creature - the korrit. Korrits usually have little defense against a brub. Fortunately for the korrits, the range of the brub's spores is not great (only 30' or so), so a korrit that decides to charge the smaller brub can sometimes defeat it before being overcome by spores.

Spores (Ex): When a brub finds a korrit, it will emit a particular type of spore in a 30 ft. radius. These spores are absorbed by the korrits in a similar fashion as the spores from a pack korrit - however, the result is a paralytic stupor. Korrits must make a Will save against a DC of 20 (Con-based save, including a +4 racial bonus and the Ability Focus feat). Failure means the korrit is effectively stunned for 2d6 rounds.

Scrub (Ex): When a brub encounters a helpless victim, it will climb onto or over the victim. The brub's short feet each end in very abrasive tips, so the brub literally scrubs the victim with its short feet. A helpless victim takes a base 1d6 damage per round (note that helpless victims suffer automatic critical hits, so the damage is usually doubled).

When a brub successfully defeats a korrit in this fashion, it absorbs some of the korrit's energy. A brub that defeats a korrit will gain +1 Con per hit die of the korrit. This will give the brub additional hit points and better Fortitude saves (as well as making its spores even harder to resist). In addition, the brub will gain +1 Str per each 2 hit dice of the korrit (round down). These bonuses fade after an hour.

Lamp (Su): At will, the brub can shine the light from its eyes at a target within 30 ft. as a gaze attack (Fortitude save DC 14 negates). Affected targets are dazzled for 2d6 rounds, suffering a -1 penalty on attack rolls, Search checks, and Spot checks.

Beam (Su): The brub may use a more intense beam of light once every 2d4 rounds. This beam strikes as a ranged touch attack with a range of 30 ft., and inflicts 2d6 damage.

Skills: A brub has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened.

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

Advancement: For every 2HD the brub gains, the range of both its Lamp and Beam attacks increases by 5 ft., and the Beam damage increases by 1d6.


Bulabantu

Large Aberration
Hit Dice: 7d8 + 28 (59 hp)
Initiative: +5
Speed: 20 ft.
AC: 18 (-1 size, +1 dex, +8 natural)
Base Attack/Grapple: +5/+14
Attack: Bite +9 melee (2d6+7)
Full Attack: Bite +9 melee (2d6+7)
Face/Reach: 10 ft./5 ft.
Special Attacks: Sneak Attack +4d6
Special Qualities: Darkvision 60 ft.
Saves: Fort +6 Ref +3 Will +6
Abilities: Str 20 Dex 12 Con 18 Int 10 Wis 13 Cha 8
Skills: Hide +13 Listen +6 Move Silently +8
Feats: Ability Focus (Lure), Improved Initiative, Power Attack, Stealthy (B)
Region: D'Resh or Paradwyn
Organization: Solitary
Challenge Rating: 5
Control: 20

This creature resembles a large purple grub with eight short legs. The creature's back is protected by a short series of shell-like growths. From the head of the creature, a single filament extends about 3 feet, ending in a lure resembling a large red berry. Its large mouth is filled with sharp teeth.

The bulabantu is a predator living in warm areas. They are at home in both the arid deserts and lush jungles, and the creatures are deceptively adaptable. Despite their appearance, the bulabantu is a mature creature.

With its short legs, a bulabantu cannot run down prey. Typically, it remains hidden until its target ventures too close to its lure. Then it charges its target, usually striking from surprise.

The bulabantu is unusually stealthy for its size and shape. While spotting a bulabantu should be a relatively easy task, they are quite adept at hiding. Some magi suspect that the bulabantu hides itself partially in the dream plane, emerging when it strikes. This has not been substantiated.

Lure (Ex): The bulabantu enhances its dangling berry lure with an invisible gas which makes nearby creatures more hungry and less likely to notice the bulabantu. This gas is similar to the stalking scent, as it gives victims a -2 to Spot and Listen checks (except to notice the berry lure). The gas also makes its victims hungry - those failing the saving throw The effects last for 8 minutes, and can be avoided by a Will save (DC XX, Con-based save). Victims that make a successful saving throw are not aware of the lure gas unless they have the Scent ability.

Sneak Attack (Ex): A bulabantu deals an extra 4d6 damage whenever it strikes an opponent that would be denied a dexterity bonus to AC. It does not get this bonus when flanking, but otherwise this ability functions similarly to the Rogue ability.

Skills: Bulabantus have a +4 racial bonus to Hide checks.


Buncwoll

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


Bungaloo

Bungaloo Scout Bungaloo
Small Magical Beast Small Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision, Weave Darkvision 60 ft., low-light vision, Weave
Saves: Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Weave or Naroom Weave or Naroom
Organization:
Challenge Rating: 2 3
Control:

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

Like many creatures that are of the Weave, bungaloos are empathic. They are very sensitive to negative emotions, such as anger or fear. The sensitive bungaloos will flee if they are the subject of a creature's ire. Bungaloos are notorious for fleeing at the first sign of danger, but they are also valued as scouts and companions.

Weave (Ex): Bungaloos of all varieties are connected to the empathic Weave. They can also include nearby Naroom creatures within their empathic link

Bungaloo

Scout Bungaloo

Scout Bungaloos are slightly


Bwill

Tiny Magical Beast
Hit Dice: 2d10 + 4 (15hp)
Initiative: +0
Speed: Swim 30 ft.
AC: 17 (+5 natural, +2 Size)
Base Attack/Grapple: +2/-5
Attack: Claw +3 melee (d4-1)
Full Attack: 2 claws +3 melee (d4-1)
Face/Reach: 2 1/2 ft./0 ft.
Special Qualities: Darkvision 60 ft., low-light vision, Karma, Poisonousness,
Saves: Fort +5 Ref +3 Will +0
Abilities: Str 8 Dex 10 Con 14 Int 8 Wis 11 Cha 10
Skills: Hide +9 Listen +4 Spot +4
Feats: Ability Focus (Poisonousness), Alertness (B)
Region: Orothe
Organization: Solitary or school (5-10)
Challenge Rating: 1
Control: 12

This odd marine creature combines elements of a lobster, fish and ray. It has a fish-like tail and head, though the tail is horizontal. The creature also has larc vge claws, connected to the main body with thick arms that resembles a ray's wings.

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

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

Poisonousness (Ex): The Bwill's flesh is poisonous. Any creature biting the Bwill must make a Fortitude Save (DC 15, Con-based save). Initial damage is 1d4 Con, secondary damage is 1d6 Dex.

Skills: A bwill 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: 5HD: Size increases to Small.


Bwisp

Ghost Bwisp
Tiny Magical Beast
Hit Dice: 3d10+3 (19hp)
Initiative: +2 (Dex)
Speed: 20 ft., climb 10ft.
AC: 16 (+2 size, +2 natural, +2 dex)
Base Attack/Grapple: +3/-8
Attack: Bite +7 melee (1d3-2)
Full Attack: Bite +7 melee (1d3-2)
Face/Reach: 2 1/2 ft./0 ft.
Special Attacks: Flash
Special Qualities: Darkvision 120 ft., low-light vision, Tremorsense
Saves: Fort +4 Ref +5 Will +3
Abilities: Str 5 Dex 15 Con 12 Int 12 Wis 14 Cha 8
Skills: Climb +6 Craft (stonework) +5, Heal +5 Hide+3* Listen+6 Search+4 Spot +4
Feats: Weapon Finesse (bite), Ability Focus (flash)
Region: Underneath
Organization: Solitary or swarm (3-18)
Challenge Rating: 2
Control: 13

Ghost Bwisp

This insect-like creature resembles a beetle with a large body. It has six legs, and glows continuously, particularly from its shell. The glow seems to permeate even the nearby rock.

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

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

Ghost bwisps are industrious workers. They are skilled at digging and manipulating the stone of their environment. Their size and relative lack of strength means their stonework efforts are usually quite subtle. Sometimes they can disguise a cavern exit or cause a minor collapse to prevent an enemy from venturing into unwanted areas.

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

Healing Glow (Su): The ghost bwisp can heal other creatures with its glow. Three times a day, the bwisp can heal a friendly creature 1d8+3 hit points. The bwisp only needs to be within 10' of the other creature; it does not need to touch it.

Flash (Su): When the Bwisp is threatened, it can emit a bright flash of light. This can temporarily blind anyone looking at the bwisp (Reflex save at DC 14, Con-based save); those making the save are dazzled; both effects last for 2d4 rounds. This temporarily uses up the glow of the ghost bwisp, so it will not emit light above trace levels for the next 1d4 rounds. The ghost bwisp will generally try to escape during this time. The Ghost Bwisp can trigger a flash three times per day.

Advanceent: The ghost bwisp may use both Flash and Healing Glow a number of times per day equal to its hit dice. The healing effect from Healing Glow increases 1 point per HD up to 1d8+10 at 10HD.

Tusk Bwisp

See Jore