Fird | |
Fine Magical Beast | |
Hit Dice: | 1d10 (5hp) |
Initiative: | +4 (dex) |
Speed: | Fly 40 ft. |
AC: | 22 (+8 size, +4 dex) |
Attacks: | Claws -4 |
Damage: | 1pt -5 |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | Furok Empathy |
Saves: | Fort + Ref + Will + |
Abilities: | Str 1 Dex 19 Con 10 Int 6 Wis 12 Cha 8 |
Skills: | Spot + Hide + |
Feats: | Alertness |
Region: | Naroom |
Organization: | Solitary, group (2-8) or flock (5-20) |
Challenge Rating: | 3 |
Advancement: |
Firds are frequently found in the company of furoks, perching on their antlers and chirping away merrily. They are very social creatures, and are quite common in Naroom.
Firds are very sensitive to the Furok's empathy. A furok usually has at least one fird perched on his antlers, and the larger varieties of furok sometimes have a whole flock chirping away contentedly. Furthermore, the firds frequently accompany furoks when they are summoned (or materialize themselves in the physical world). Whenever a furok crosses into the physical world, there is a chance that firds will accompany it, according to the following table:
Furok Type | Chance and number |
Baby Furok | 30 %; 1 |
Dark Furok |
20%, 1-2 |
Furok | 50%, 1-3 |
Furok Guardian | 80%, 1-8 |
Furok Protector | 25%, 1-2 |
Hunter Furok | 50%, 1-4 |
Ice Furok |
Firds accompaying a furok summoned by a magi will be friendly to the magi, and will usually follow the magi's directive. They will have the same link to the magi - due to their link with the furok - that any dream creature has with its summoning magi.
A fird can relay a feeling of alertness and warning to any furok it is in contact with. This prevents the furok from being surprised if the fird is aware of a threat. In combat, a fird will try to harass a target, striking with its claws as a single attack.
Diminuative Vermin (Fire, Swarm) | |
Hit Dice: | 3d8 |
Initiative: | |
Speed: | 10 ft., fly 40 ft. (average) |
AC: | 18 (+4 Size, +4 Dex) |
Base Attack/Grapple: | +2/- |
Attack: | Swarm (1 pt + 1d6 fire) |
Full Attack: | Swarm (1 pt + 1d6 fire) |
Face/Reach: | 10 ft./0 ft. |
Special Attacks: | Distraction |
Special Qualities: | Darkvision 60 ft., immune to Fire, vulnerability to cold, immune to weapon damage, swarm traits, vermin traits |
Saves: | Fort +3 Ref +5 Will +1 |
Abilities: | Str 1 Dex 19 Con 10 Int 0 Wis 10 Cha 4 |
Region: | Cald |
Organization: | Solitary or flight (2-6 swarms) |
Challenge Rating: | 2 |
Firefly swarms are a nuisance that appears in Cald. Composed of a multitude of tiny dream creatures, firefly swarms are sometimes summoned by Calders during duels or for other reasons. Because the swarms are mindless, they cannot be controlled by their magi, nor can they develop any form of rapport. Furthermore, a wild firefly swarm only produces a worthless cloud of animite dust when defeated. One cautionary Calder legend tells of a magi who managed to find a tiny speck of infused Firefly animite among the dust, and forged a ring from it. However, she could only summon a single firefly with the ring.
Distraction (Ex): Any living creature that begins its turn with a firefly swarm in its space must succeed on a DC 12 Fortitude save or be dazzled for 1 round. The save DC is Constitution-based.
Flambit | |
Tiny Elemental | |
Hit Dice: | 3d8 |
Initiative: | |
Speed: | |
AC: | |
Attacks: | Bite + |
Damage: | |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | Immolate |
Special Qualities: | Fire Subtype, Fiery aura |
Saves: | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
Skills: | Spot + Hide + |
Feats: | |
Region: | Cald |
Organization: | |
Challenge Rating: | 3 |
Advancement: |
Aerial Flist | |
Small Magical Beast | |
Hit Dice: | |
Initiative: | |
Speed: | Fly 40 ft. (poor) |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | Improved Grapple, Rend (?) |
Special Qualities: | Dreamwarp |
Saves: | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
Skills: | |
Feats: | Improved Bull Rush |
Region: | Paradwyn or Arderial |
Organization: | Solitary or Swarm (2-20) |
Challenge Rating: | 3 |
Advancement: |
These creatures resemble an oversized, brown-haired bee with pastel-colored wings. They have large, black bug eyes on their heads and two blue claws on each of their six legs. They have gray spots on their backs as well as yellow stripes.
Chaos Flugg | Flugg | |
Medium Magical Beast | Medium Magical Beast | |
Hit Dice: | d8 | d8 |
Initiative: | ||
Speed: | 20 ft. | 20 ft. |
AC: | ||
Attacks: | ||
Damage: | ||
Face/Reach: | 5ft./5 ft. | 5ft./5 ft. |
Special Attacks: | ||
Special Qualities: | Weave, Shadow | Core Resistance 20, Weave |
Saves: | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str Xx Dex XX Con XX Int XX Wis Xx Cha XX | Str Xx Dex XX Con XX Int XX Wis Xx Cha XX |
Skills: | ||
Feats: | ||
Region: | Core (Weave) | Weave |
Organization: | ||
Challenge Rating: | 6 | 4 |
Advancement: |
Shadow (Ex): Chaos fluggs may befriend a magi or creatures from Naroom.
The flugg resembles a large furry slug with a shock of grassy growth around its head. The grassy plumage can actually be used as a weapon, as the blades are sharp.
Despite being generally opposed to the evils of the Core, and being resistant to core magics, some fluggs actually serve Weave shadow magi. The reason for this is unknown, but can be assumed to relate to their weave-empathy. Perhaps the flugg seeks to understand that which it should oppose.
Foamotos is a Dream Creature from the Underneath resembling a large, red gummy hippopotamus. It can inflate its body to surround and protect its magi.
Freep | Greater Freep | |
Small Magical Beast | Medium Magical Beast | |
Hit Dice: | d8 | |
Initiative: | ||
Speed: | ft. | |
AC: | ||
Attacks: | 2 slams + | |
Damage: | ||
Face/Reach: | 5ft./5 ft. | 5ft./5 ft. |
Special Attacks: | Shelldozer | |
Special Qualities: | ||
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: | Underneath | Underneath |
Organization: | ||
Challenge Rating: | 1 | 6 |
Advancement: |
This creature resembles a turtle with the legs, head, and tail of a dinosaur. The creature's shell is spotted like a mushroom. The creature's forelimbs have claws along most of its length.
Frusk | |
Small Magical Beast | |
Hit Dice: | 4d10 + 4 (26 hp) |
Initiative: | +1 (dex) |
Speed: | 30 ft. |
AC: | |
Attacks: | Gore +3 |
Damage: | d6-1 |
Face/Reach: | 5ft./5 ft. |
Special Attacks: | |
Special Qualities: | Magic Sense, Weave, Scent |
Saves: | Fort + Ref + Will + |
Abilities: | Str 8 Dex 15 Con 13 Int 16Wis 16 Cha 17 |
Skills: | Hide +12 Listen +12 Magic Sense +14 Sense Motive +7 Spellcraft +13 Spot +10 |
Feats: | Alertness, |
Region: | Weave |
Organization: | |
Challenge Rating: | 2 |
Advancement: |
The frusk is a common creature of the weave. It typically wanders near the base of the great grass stalks, but does venture above when there is stable space. The frusk is an intelligent creature, and a friend of many magi.
A frusk is able to recognize spells or relics used by other magi. They frequently have a good hunch (a spellcraft check) to recognize a particular spell, or the purpose of a particular relic. When linked with a magi, the frusk will relay this information automatically, so the magi can prepare an appropriate defense or counter to a threat. Frusks are frequently used as scouts by Weavers for this reason.
Skills: Frusks have a +4 racial bonus on Magic Sense and Spellcraft checks
Furlosk | |
large Magical Beast | |
Hit Dice: | |
Initiative: | |
Speed: | |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 10ft./5 ft. |
Special Attacks: | |
Special Qualities: | |
Saves: | |
Abilities: | Fort + Ref + Will + |
Skills: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
Feats: | |
Region: | Bograth or Naroom |
Organization: | |
Challenge Rating: | 7 |
Advancement: |
Baby Furok | Dark Furok | Furok | Furok Guardian | |
Small Magical Beast | Large Magical Beast | Large Magical Beast | Huge Magical Beast | |
Hit Dice: | 7d10 + 35 | 7d8 + | ||
Initiative: | ||||
Speed: | ||||
AC: | ||||
Attacks: | ||||
Damage: | ||||
Face/Reach: | 5ft./5 ft. | 10ft./5 ft. | 10ft./5 ft. | 15 ft./10 ft. |
Special Attacks: | ||||
Special Qualities: | ||||
Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int XX Wis 11 Cha 13 | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str 23 Dex 13 Con 21 Int 11 Wis 15 Cha 15 | Str 31 Dex 11 Con 25 Int 13 Wis 17 Cha 17 |
Skills: | ||||
Feats: | Power Attack, Improved Bull Rush | Power Attack, Improved Bull Rush | Power Attack, Improved Bull Rush | |
Region: | Naroom or Weave | Core (Naroom) | Naroom | Naroom |
Organization: | ||||
Challenge Rating: | 2 | 6 | 4 | 10 |
Advancement: | ||||
Furok Protector | Hunter Furok | Ice Furok | ||
Huge Magical Beast | Medium Magical Beast | |||
Hit Dice: | ||||
Initiative: | ||||
Speed: | ||||
AC: | ||||
Attacks: | ||||
Damage: | ||||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | |
Special Attacks: | ||||
Special Qualities: | Cold Subtype, Core Resistance 15 | Cold Subtype | Cold Subtype | |
Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + | |
Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | Str XX Dex XX Con XX Int XX Wis XX Cha XX | |
Skills: | ||||
Feats: | ||||
Region: | Nar | Nar | Nar | |
Organization: | ||||
Challenge Rating: | 3 | 7 | 2 | |
Advancement: |
The furok family is a group of bear-like creatures with antlers, and doglike faces. They are intelligent, and quite loyal to their magi. Furoks of all types create and maintain a familiar-like link to their magi; this manifests in a variety of ways. This empathic link is stronger than the typical magi-dream creature bond, and the bond has a variety of effects, depending on the type of furok. In many cases, the effects of the bond are quite subtle.
In combat, a furok will frequently charge an enemy at a moment's notice. When charging, they only strike with their horns; otherwise, they strike primarily with their large paws.
This creature resembles a bear cub with small deer-like antlers.
Baby Furoks are immature Furoks. Their empathy has not developed fully, and they haven't developed the strong sense of identity that adult furoks possess. Many of them are drawn into the empathic Weave because it is a friendly place to the young furok.
Since Naroom magi are so fond of furoks, many form bonds with furoks when they have not yet matured.
Because their ability to link to magi has not developed well, many baby furoks are drawn to the Weave. The empathic nature of many Weave creatures attracts the baby furoks. Later, once they mature, the furoks are able to discern the difference between a magi-bond and the Weave, and then spend their time primarily in Naroom.
The empathy of a baby furok is totally unfocused, and almost continuously broadcasting to all creatures within range. They exude playfulness and joy; any creature who wishes to harm a baby furok must first overcome the affection that the baby furok exudes (Will check at DC , the check is Charisma-based). Once the baby furok is actually harmed, they will cease their joyful empathic projections. Of course, they will then start broadcasting fear, and any adult furok nearby will quickly investigate.
This creature resembles a bear cub with small deer-like antlers.
Dark Furoks are furoks that have been corrupted by the Core. They have a strong nasty streak, and their magi frequently picks up on the innate hostility of a Dark Furok. Furthermore, their empathic link has been reversed and intensified, so they can use their aggressive hostility as a weapon.
Dark Furoks cannot stand to be around untainted (normal) Furoks, and the feeling is mutual.
Revile (Ex): The Dark Furok's empathy is so intense, it can actually cause damage. A dark furok can focus its pain, hostility and other negative emotions on another creature; the targeted creature suffers 5d6 damage. The target will also suffer an intense feeling of ..... (Will save for half damage and effect, DC XX, Charisma-based save).
Shadow (Ex): Dark furoks may befriend a magi or creatures from Naroom.
THis creature resembles a bear with deer antlers. Its face has some canine features as well.
Furoks are large beasts which resemble a cross between a bear, a deer, and a large dog. They stand about 5 feet tall at the shoulder when fully mature, and are very loyal and playful, even into adulthood.
Furoks are very friendly, and they love to be petted. They can forget that their friends are smaller than they, and have been known to roll over on someone who is petting them. However, they are also very quick to defend their friends, and they can be extremely ferocious.
They will frequently charge an enemy at a moment's notice. Furoks have probably the strongest bond to their magi. They possess a strong empathic connection to their magi, and the magi and furok can feel each other's emotions.
Empathy: The furok projects courage to its magi, keeping the magi...
EFFECT - Retrieve: If Furok attacks and loses energy, place half of that energy, rounded up, back on your Magi.
This cuddly creature should not be underestimated. He can be one of the most ferocious Dream Creatures in Naroom
Furok Guardians are greater furoks, huge in size and power. Their empathic abilities extend not only to their magi, but also to all other nearby creatures.
Furok Protectors are particularly sensitive to potential threats. Their empathy focuses on those magi and creatures that are hostile to the Furok Protector, and a furok protector can prepare itself to face the
Hunter Furoks are one of the larger breeds of Furoks. They stand X at the shoulder, and have an imposing mien. They also are attracted to magic, and
Ice Furoks are less empathic than most furoks. While still a member of the furok family, they don't provide any particular insights or