Magi-Nation: Creatures - I

A-B-C-D-E-F-G-H-Hyren-I-J-K-L-M-N-O-P-Q-R-S-T-U-V-W-X-Y-Z

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


Inyx

Inyx
Hit Dice:
Initiative:
Speed:
AC:
Attacks:
Damage:
Face/Reach:
Special Attacks:
Special Qualities: Dreamwarp
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Paradwyn
Organization:
Challenge Rating: 8
Advancement:

Dreamwarp (Su): The Inyx can dreamwarp like many Paradwyn creatures. However, there is no limit to the inyx's size changing through the Dreamwarp ability.


Ithapher

Ithapher
Large Aberration
Hit Dice: d8
Initiative:
Speed: 50 ft.
AC:
Attacks: Bite +
Damage:
Face/Reach: 5ft. by 5 ft./10 ft.
Special Attacks:
Special Qualities: Fire subtype
Saves: Fort + Ref + Will +
Abilities: Str xx Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Cald
Organization:
Challenge Rating: 4
Advancement:

The ithapher is an odd dream Creature. It has a long, flexible neck, two oversized legs, and a short tail which it uses for counterbalancing. The legs and feet are large enough that the ithapher's center of gravity is below its waist. This makes it extremely difficult to topple. It also has a fairly rapid gait, although certainly an odd one.

Three times a day, the ithapher can intensify all flames within a 60 ft. radius for d6+HD rounds. This causes even small fires to burn brighter, and all damage done by fires within or passing through the area of effect is increased by 50%. The effect remains for XX rounds.

Conversely, the ithapher can also diminish all fires in the same area, reducing the damage from all fires by 50%. It rarely uses this ability unless directed by its magi.


Iximin

Iximin
Small Magical Beast
Hit Dice: 5d10+5
Initiative:
Speed: Swim 40 ft.
AC: 16 (+1 size, +3 dex, +2 natural)
Attacks: Bite +
Damage: 1d6+1
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str 14 Dex 16 Con 13 Int 12 Wis 11 Cha 9
Skills:
Feats:
Region: Orothe
Organization:
Challenge Rating: 3
Advancement:

Iximins resemble rays, with a large fanged mouth. The iximin has a pair of tusks from its lower jaw which are quite long; the iximin's bite is quite nasty.

The iximin has a mean streak, similar in attitude to a wolverine.

The iximin does not immediately disappear when it sustains lethal damage. It will remain for one final attack. This last attack gains a +3 to hit and damage. It cannot perform any other action besides a 5 foot step after sustaining lethal damage.


Izmer

Izmer
Small Aberration
Hit Dice: 3d8
Initiative:
Speed: 20 ft.
AC: (+ natural)
Attacks: Sting + , 2 Claws +
Damage:
Face/Reach: 5ft. by 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: D'Resh
Organization:
Challenge Rating: 2
Advancement:

The izmer is one of the more bizarre creatures of the moonlands. It resembles a weird cross between a scorpion and a slug, with a pair of claws and a stinger tail. It is also covered with a rocky exoskeleton. The more flexible sections - along the middle of the tail between the body and tail, along the underside, or on part of the arms - the exoskeleton is less thick.

The izmer is one of the few dream creatures which will stash items, creating a small lair dug into the sandstone.

The izmer's claws can also act as impromptu sand-shovels. It may use this in a quick attempt to blind an opponent, or in combination with its Abrade ability (see below).

Abrade (Su): The izmer has the ability to cause the sands it flings at a creature to twist into a scouring sand-blast.