Eebit | Jungle Eebit | |
Tiny Magical Beast | Tiny Magical Beast | |
Hit Dice: | 3d10 | 3d10 |
Initiative: | ||
Speed: | ||
AC: | ||
Attacks: | Bite + | |
Damage: | ||
Face/Reach: | 5ft. by 5 ft./5 ft. | |
Special Attacks: | ||
Special Qualities: | ||
Saves: | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str 5 Dex 19 Con 11 Int 8 Wis 12 Cha 19 | |
Skills: | Spot + Hide + | Spot + Hide + |
Feats: | Alertness, Weapon Finesse (bite) | |
Region: | Naroom | Paradwyn |
Organization: | ||
Challenge Rating: | 2 | |
Control: |
These small, brown mammalian creatures resemble squirrels with only two legs, large ears and bushy tails.
Eebits are timid creatures; nevertheless they are frequently summoned by Naroom magi.
Dream Escape (Ex): As long as an Eebit isn't caught flatfooted by an attacker, it can escape to the Dream Plane, to later return. They cannot use this ability to avoid spells or other magical attacks. Crossing into the Dream Plane is considered a Move-equivalent action.
Epik | Grand Epik | Renegade Epik | |
Medium Magical Beast | Large Magical Beast | Magical Beast | |
Hit Dice: | 6d8 + | d8 + | d8 + |
Initiative: | |||
Speed: | Fly 90 ft. (good) | Fly 90 ft. (good) | |
AC: | |||
Attacks: | |||
Damage: | |||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | |
Special Attacks: | |||
Special Qualities: | Psionic abilities | Psionic abilities | |
Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
Skills: | |||
Feats: | Hover | Hover | Hover |
Region: | Arderial | Arderial | Arderial |
Organization: | |||
Challenge Rating: | 4 | 5 | 2 |
Control: |
This creature resembles a large blue bird. It has no legs, and its wings have three integrated limbs each to control its wings. The wings and tail end with white feathers, and it has an orange beak
The epik is a bird-like creature that remains in flight forever. Its wings are much larger proportionally than a normal bird's, and each wing has three independent limbs to control the wing's movement. In this fashion, the epik can stay aloft by simply rippling its wings, rather than flapping them, and can actually hover in place.
The epiks have a minor form of psychic power. They can innately read into a magi's mind, and ... The details of the Epik's Dream Feast ability will have to wait until the psionics handbook is released.
Power - Dream Feast: 1: Discard Epik from play to look at an opponent's hand. Discard up to two Creaure cards from that hand.
"Poor child. The Epiks are devouring his sweet dreams, and all he's left with are nightmares." -Jaela, Arderial Regis
Coal Ergar | Ergar | |
Hit Dice: | d8 | |
Initiative: | ||
Speed: | ft. | ft. |
AC: | ||
Attacks: | Bite + | Bite + |
Damage: | ||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
Special Attacks: | Spark | |
Special Qualities: | Fire Subtype | Fire Subtype |
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: | Cald | Cald |
Organization: | ||
Challenge Rating: | 4 | 4 |
Advancement: |
Ergars are dangerous creatures native to Cald. They are able to spit an oil-based flame at other creatures,
Enflame (Su): The coal ergar's fiery breath does ... in a cone. Furthermore, the coal ergar's flame is particularly nasty against watery creatures; such creatures find that the oily inferno frequently gets under the moisture coating their skin, and burns intensely. Submerging will not lessen the damage. Creatures which are in the water suffer an extra ...
Also known as a Graw, the Ergar is...
Like the coal ergar, the ergar spits flame. It also continuously emits a substance similar to natural gas, but infused with Dream Energy (thus making it impossible to blow away with normal wind effects). This substance spreads over a radius of 60' from the ergar. Any firey creature within this area (all Cald creatures, and those with the Fire subtype) are able to ignite this substance in small amounts.
Grass Etiki | |
Tiny Plant | |
Hit Dice: | |
Initiative: | |
Speed: | |
AC: | |
Attacks: | Bite + |
Damage: | |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | Dreamwarp, Weave, Imbue Dreamwarp, Imbue Weave |
Saves: | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int 6 Wis 11 Cha 11 |
Skills: | |
Feats: | |
Region: | Weave or Paradwyn |
Organization: | |
Challenge Rating: | 1 |
Advancement: |
Grass Etikis are found in the border area between Paradwyn and the Weave. They are common to both regions, and
Grass Etikis act as something of a magical relay. They are fully a part of the Weave, and thus in tune with the Weave's empathic nature. However, they are also able to extend this awareness to nearby Paradwyn creatures, giving any nearby Paradwyn creatures the Weave empathy. Paradwyn creatures within 120' of a Grass Etiki can sense each other and Weave creatures (and the Weave itself).
This relay effect also works in reverse. Because of their familiarity with Dreamwarping, a Grass Etiki can also provide this knowledge empathically to nearby Weave creatures. Any Weave creature within 120' of the Grass Etiki gain the ability to Dreamwarp. Weave magi in the area will be aware of the Etiki's presence, and thus able to summon their dream creatures using the Dreamwarp effect.