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


Habob

Habob
Large Monstrous Humanoid
Hit Dice:
Initiative:
Speed: Fly 20 ft. (poor)
AC:
Attacks: 2 slams
Damage:
Face/Reach: 5ft./5 ft.
Special Attacks:
Special Qualities: Recurring
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh
Organization:
Challenge Rating: 5
Control:


Harban

Harban
Medium Monstrous Humanoid
Hit Dice: d8
Initiative:
Speed: ft Fly ft
AC:
Attacks: Slam +
Damage: 2d6+
Face/Reach: 5ft./5 ft.
Special Attacks: Improved Grab, squeeze?
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha 13
Skills: Intimidation + , Spot +
Feats:
Region: Core (Arderial)
Organization:
Challenge Rating: 5
Control:

The harban is an odd creature from the Core. It is humanoid in shape, but constantly floats as if it were filled with helium like a balloon. The harban's legs are tiny and almost useless, and a harban cannot use its legs to walk. A harban moves by propelling itself along the ground (or ceiling) with its large arms to propel itself along the floor (or ceiling). Harbans can navigate in open air, though they are uncomfortable doing so.

The harban is a bully. Its oversized arms are tremendously strong.

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


Heppeswip

Heppeswip
Small Magical Beast
Hit Dice: d8
Initiative:
Speed: ft
AC:
Attacks:
Damage: d3 -
Face/Reach: 5ft./5 ft.
Special Attacks: unravelling attack
Special Qualities: Weave
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha 13
Skills: Spot + Hide + Listen +
Feats:
Region: Weave
Organization:
Challenge Rating: 4
Control:

This creature resembles a short broad pig, with no snout, covered in moss or grass. It has short claws.

The heppeswip hardly ever ventures to the top of the grass stalks in the Weave. Only when summoned by a magi will they typically be found

Heppeswips can use their claws to dig in the soil of the Weave


Hinko

Flying Hinko Pebble Hinko Tree Hinko
Tiny Magical Beast Tiny Magical Beast Diminuative Magical Beast
Hit Dice: 3d10 2d10 + 10 2d10
Initiative:
Speed: 10 ft., fly 40 ft. 20 ft., Climb 30 ft. 20 ft., Climb 20 ft.
AC:
Attacks: Claw Claw Claw
Damage: 1d2 - 4 1d3 - 3 1d2 - 4
Face/Reach: 5ft./5 ft. 5ft./5 ft. 5ft./5 ft.
Special Attacks:
Special Qualities: Electrical Resistance 10
Saves: Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 2 Dex 23 Con 10 Int XX Wis XX Cha 13 Str 4 Dex 19 Con 14 Int XX Wis XX Cha 13 Str 2 Dex 21 Con 11 Int XX Wis XX Cha 13
Skills: Climb + Spot + Hide + Listen + Climb + Spot + Hide + Listen + Climb + Spot + Hide + Listen +
Feats:
Region: Naroom or Arderial Kybar's Teeth Naroom
Organization: Group (3-18) Group (2-8) Group (3-18)
Challenge Rating: 3 3 2
Control:

Hinkos are small, squirrel-like Dream Creatures. They are quite affectionate, not to mention very cute. They are generally curious creatures, with only one small pair of limbs and a bushy prehensile tail. They climb usually by running up a tree in a similar fashion to a squirrel, but they use their thick tail to prevent falling. They sleep upside-down, with their prehensile tails suspending them from branches.

Hinkos are generally inoffensive creatures, fleeing at any sign of danger. However, they will fight if cornered (or commanded by a summoning magi). Generally they will attempt to scratch with their claws; they will sometmes attempt to grab an opponent with their tail, hanging from an outstretched arm and therefore able to use both claws at the same time.

Flying Hinko

Common to the forests, the flying hinko has also been adopted by Arderial Magi. They resemble the common tree hinko, but also have a pair of wings which they use to soar in the skies. The flying hinkos have been welcomed into the cloud cities of Arderial, and are frequently found flitting around the clouds.

Pebble Hinko

The pebble hinkos are native to the rocky regions of Kybar's Teeth. They are more of a rocky grey in color, blending in with the surrounding granite cliff faces. Because the pebble hinkos are one of the smallest dream creatures in the mountains, they are quite skittish. A sudden shadow moving might mean a predator, or more often just a huge stony creature that's not looking where its going. So the pebble hinkos frequently flee when they are startled.

Tree Hinko

Tree hinkos are curious creatures, living in the trees of Naroom. They are similar in size and behavior to eebits, and are sometimes jokingly referred to as "treebits" by Naroom magi.

Tree hinkos are generally inoffensive creatures, but they can easily ...

Tree hinkos are most notable for their ability to invigorate a magus. A tree hinko can refresh a magus; the magus benefits as if he had a half-night's sleep.


Hook Wing

A Core creature supposedly encountered by Tony Jones in his adventures. Tony described it as being something like an insect, with a wicked pair of mandibles, wings like a dragonfly, and a longish tail. The creature's bite evidently carries some form of disease, but Tony cured it (with baloo sap) before it got too infected. Little more is known about it.


Hubram

Small Monstrous Humanoid
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Underneath
Organization:
Challenge Rating: 2
Control:

Hubrams stand between two and three feet in height. Their eyes glow softly, and they are covered by a soft greenish-blue fur.


Husp

Husp
Small Outsider
Hit Dice: 7d8
Initiative:
Speed: Swim 50ft.
AC: (+6 natural +1 size)
Attacks: Tentacles:
Damage:
Face/Reach: 5ft./5 ft.
Special Attacks:
Special Qualities: Psionics
Saves: Fort + Ref + Will +
Abilities: Str 9 Dex 15 Con 13 Int 17 Wis 14 Cha 10
Skills:
Feats: Weapon Finesse (tentacles)
Region: Orothe, particularly warmer areas
Organization:
Challenge Rating: 4
Control:

The husp is a fish-like Dream creature with a number of tentacles surrounding the mouth. It prefers warmer waters, but can be found in any body of water. The husp's body is partially armored by cartilagineous plate, making it difficult to hurt (and generally unappetizing to predators, for that matter).

The husp's tentacles are sharp and serrated, moving quickly. They can slice prey with a series of small cuts.

Psionics ( ):


Hwit

Scarletsong Hwit
Diminutive Magical Beast
Hit Dice: 3d10
Initiative:
Speed: Fly 40 ft. (average)
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities: Dreamwarp
Saves: Fort + Ref + Will +
Abilities: Str 1 Dex 17 Con 10 Int 4 Wis 14 Cha XX
Skills:
Feats:
Region: Paradwyn
Organization:
Challenge Rating: 2
Control:

The scarletsong hwit is a small birdlike dream creature.

The scarletsong hwit is known for its cries. It has a number of different songs, ranging from a melodious chirping to a sharp piercing trill.

This cry serves to unnerve creatures that aren't native to the jungles where the hwits congregate. Furthermore, the

Scarletsong (Ex): The scarletsong hwit may take part in the scarletsong, contributing their own melody to the whole. When the scarletsong lahalou sings, all allied creatures within 60 feet gain a +2 enhancement bonus to Strength and Dexterity.