Magi-Nation: Creatures - J

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


Jakla

Flame Jakla Jakla Prowler
Medium Magical Beast Small Magical Beast
Hit Dice:
Initiative:
Speed: 30 ft. 30 ft.
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, immunity to fire, vulnerability to cold darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold
Saves:
Abilities: Str XX Dex XX Con XX Int 6 Wis XX Cha XX Str XX Dex XX Con XX Int 6 Wis XX Cha XX
Skills:
Feats:
Region: Cald Cald
Organization:
Challenge Rating: 5 2
Control:

Junjertrug

Janx

Janx
Medium Plant
Hit Dice: 6d8+12 (39 hp)
Initiative: +3
Speed: 60 ft.
AC: 18 (+3 Dex, +5 natural) touch 13, flatfooted 15
Base Attack/Grapple: +4/+6
Attack: Claw +6 melee (1d4+2)
Full Attack: 2 Claws +6 melee (1d4+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Poison Gas
Special Qualities: Scent, plant traits
Saves: Fort +7 Refl +5 Will +3
Abilities: Str 14 Dex 17 Con 15 Int 8 Wis 13 Cha 6
Skills: Hide +7* Listen +5 Move Silently +7 Spot +4 Survival +3
Feats: Alertness, Stealthy, Power Attack, Track (B)
Region: Paradwyn
Organization: Solitary or hunting pack (2-8)
Challenge Rating: 4
Advancement: 7-10 HD (medium), 11-12 HD (large)

The janx prowls the jungles of Paradwyn, searching for prey. It is particularly fond of stalking groups of creatures, and striking from the cover of the jungle. The janx frequently relies upon its speed. Because the janx is more effective against creatures whiich have been tagged with the stalking scent, they prefer to attack such creatures exclusively.

The janx's flower-like heads have small cilia-like eyes; each head has roughly a dozen of them. The cilia grow and fall out over the lifetime of the janx, so the creature can never be permanently blinded. Both of the heads also have independent brains; they communicate by rustling their petal-manes (as well as via Dream Creature empathy, when serving a magi). Each of the janx's minds have a strong independent streak, so the brains frequently disagree on courses of action. This is rarely the case during combat, but getting a janx to decide on less dire matters will frequently start an argument between the heads.

Janx reproduce via fission. When a janx gets large enough, it will begin to grow a second pair of heads below and between the original pair, and a small body will also begin to develop on the creature's underside. Once the new heads are almost complete, the immature janx will split from the parent creature.

Skills: The janx has a +4 racial bonus to Hide checks when in jungles.

Poison (Ex): When excited by stalking scent, the janx will release an odorless gas. This gas has an unusual reaction to stalking scent, and the two will combine to form a contact poison. Any creature within 30 feet of the janx which has been tagged with stalking scent will suffer the poison effect (Contact/compound, 1d6 Con primary and secondary damage, Fortitude Save DC 15, Con-based save). Creatures which have not been tagged by stalking scent are immune to the gas. The gas is released automatically whenever the janx is is in combat. The reaction of the scent and the gas does not remove the stalking scent from the creature.

Toughen ():

Sustain ():


Jile

Chaos Jile Chasm Jile Crystal Jile Forest Jile
Large Magical Beast Medium Magical Beast Large Magical Beast (Crystal) Medium Magical Beast
Hit Dice: 7d10-7 (31 hp) 4d10+8 (30 hp) 8d10+40 (84 hp) 6d10+12 (45 hp)
Initiative: +7 +5 +1 +4
Speed: 40 ft. 50 ft. 40 ft. 40 ft.
AC: 15 (-1 size, +3 Dex, +3 natural) touch 12, flatfooted 12 18 (+5 Dex, +3 natural) touch 15, flatfooted 13 20 (-1 size, +1 Dex, +10 natural) touch 10, flatfooted 19 19 (+4 Dex, +5 natural) touch 14, flatfooted 15
Base Attack/Grapple: +7/+16 +4/+6 +8/+19 +6/+9
Attack Bite +11 melee (2d6+5) Claw +6 melee (1d4+2) Claw +14 melee (1d8+7) Claw +9 melee (1d4+3)
Full Attack: Bite +11 melee (2d6+5), 2 Claws +6 melee (1d6+2) 2 Claws +6 melee (1d4+2), Bite +1 melee (1d6+1), Slam +1 melee (1d4+1) 2 Claws +14 melee (1d8+7), Bite +9 melee (1d6+3) 2 Claws +9 melee (1d4+3), Bite +4 melee (1d6+1)
Face/Reach: 10 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Rake, Breath Weapon, Consuming Bite Improved Grab, Pounce, Rake, Breath Weapon Improved Grab, Pounce, Rake, Breath Weapon Improved Grab, Pounce, Rake, Breath Weapon
Special Qualities: darkvision 60 ft., low-light vision darkvision 60 ft., low-light vision Shadow, darkvision 120 ft., low-light vision darkvision 60 ft., low-light vision
Saves: Fort +4 Refl +8 Will +4 Fort +6 Refl +9 Will +3 Fort +11 Refl +7 Will +3 Fort +7 Refl +9 Will +3
Abilities: Str 21 Dex 17 Con 8 Int 12 Wis 14 Cha 11 Str 14 Dex 21 Con 15 Int 11 Wis 14 Cha 8 Str 25 Dex 13 Con 21 Int 8 Wis 12 Cha 13 Str 17 Dex 19 Con 15 Int 10 Wis 13 Cha 11
Skills: Bluff +4 Hide +9 Intimidate +6 Listen +8 Move Silently +11 Search +5 Spot +6 Escape Artist +7 Hide +13 Listen +6 Move Silently +11 Sense Motive +4 Spot +6 Balance +6 Hide +5 Listen +5 Move Silently +7 Spot +5 Balance +6 Climb +5 Heal +3 Hide +11 Intimidate +2 Listen +5 Move Silently +11 Spot +5
Feats: Alertness, Improved Initiative, Power Attack Alertness, Dodge, Mobility (B) Alertness, Power Attack, Cleave Alertness, Combat Reflexes, Multiattack
Region: Core (Naroom) D'Resh or Weave Underneath Naroom
Organization: Solitary, Pair or Pride (3-12) Solitary, Pair or Pride (3-12) Solitary, Pair or Pride (3-12) Solitary, Pair or Pride (3-12)
Challenge Rating: 6 3 6 5
Control:





Hunter Jile Jile Jungle Jile Magma Jile
Large Magical Beast Medium Magical Beast Medium Magical Beast Large Magical Beast (Fire)
Hit Dice: 9d10+36 (85 hp) 4d10+8 (30 hp) 6d10+24 (57 hp) 7d10+28 (66 hp)
Initiative: +2 +3 +3 +7
Speed: 10 ft., Swim 40 ft. 40 ft. 40 ft. 40 ft.
AC: 21 (-1 size, +2 Dex, +10 natural) touch 9, flatfooted 19 16 (+3 Dex, +3 natural) touch 13, flatfooted 13 17 (+3 Dex, +4 natural) touch 13, flatfooted 14 17 (-1 size, +3 Dex, +5 natural) touch 12, flatfooted 14
Base Attack/Grapple: +9/+19 +4/+6 +6/+9 +7/+15
Attack: Claw +14 melee (1d6+6) Claw +6 melee (1d6+2) Claw +9 melee (1d4+3) Bite +10 melee (2d6+4)
Full Attack: 2 Claws +14 melee (1d6+6), Bite +12 melee (1d8+3) 2 Claws +6 melee (1d6+2), Bite +1 melee (1d6+1) 2 Claws +9 melee (1d4+3), Bite +4 melee (1d6+1) Bite +10 melee (2d6+4), 2 Claws +5 melee (1d6+2)
Face/Reach: 10 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 10 ft./5 ft.
Special Attacks: Improved Grab, Pounce, Breath Weapon Improved Grab, Pounce, Rake, Breath Weapon Improved Grab, Pounce, Rake, Breath Weapon, Scent Improved Grab, Pounce, Rake, Breath Weapon
Special Qualities: darkvision 60 ft., low-light vision, Core immunity darkvision 60 ft., low-light vision, Fast Healing 3, Vitalizing breath darkvision 60 ft., low-light vision Shadow, darkvision 60 ft., low-light vision, immunity to fire, vulnerability to cold
Saves: Fort +10 Refl +8 Will +5 Fort +6 Refl +7 Will +2 Fort +9 Refl +8 Will +5 Fort +9 Refl +8 Will +3
Abilities: Str 23 Dex 14 Con 19 Int 13 Wis 14 Cha 14 Str 14 Dex 17 Con 15 Int 8 Wis 12 Cha 6 Str 16 Dex 17 Con 19 Int 13 Wis 16 Cha 12 Str 19 Dex 17 Con 19 Int 10 Wis 12 Cha 9
Skills: Hide +6 Intimidate +6 Listen +8 Move Silently +10 Search +5 Sense Motive +8 Spot +12 Swim +16 Hide +12 Listen +5 Move Silently +12 Spot +4 Balance +5 Climb +6 Hide +12 Jump +11 Listen +9 Move Silently +12 Spot +9 Survival +7 Balance +5 Climb +6 Hide +5 Intimidate +5 Jump +10 Listen +5 Move Silently +9 Spot +5
Feats: Alertness, Multiattack, Power Attack, Cleave Alertness, Dodge, Stealthy (B) Ability Focus (Breath), Alertness, Stealthy, Track (B) Alertness, Combat Reflexes, Improved Initiative
Region: Orothe Bograth Paradwyn Cald
Organization: Solitary, Pair or Pride (3-12) Solitary, Pair or Pride (3-12) Solitary, Pair or Pride (3-12) Solitary, Pair or Pride (3-12)
Challenge Rating: 6 3 6 5
Control:

The Jile family is a group of feline Dream Creatures, resembling lions or other large cats. They are relentless hunters and versatile creatures, with variations found in most regions. Jiles tend to be solitary hunters, stalking and preying upon other dream creatures.

Jiles are renowned for their loud roars. A jile's roar echoes through the land, and can be heard at great distances. Even the aquatic jiles have loud roars.

Breath Weapon (Su): Each jile variety has a breath weapon. It can use the breath weapon once every 1d4 rounds. Jiles always roar when using their breath weapon.

Improved Grab (Ex): To use this ability, the Jile must hit with its 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.

Pounce (Ex): If a jile charges a foe during the first round of combat, it can make a full attack, including two rake attacks.

Skills: Jiles of all varieties have a +4 racial bonus on Hide and Move Silently checks.

Chaos Jile

The chaos jile appears to be half-eaten, consumed by the corrupting energies of the Core. It has an emaciated unhealthy look, and shares the ferocious hunger of other jiles. The chaos jile is physically fragile, and ill-suited for sustained combat. Therefore, chaos jiles will attack quickly, hoping to overwhelm their prey. If they meet strong resistance, the chaos jile will retreat, and wait for another opportunity for a sudden attack.

Unlike most other jiles, the chaos jile will cooperate with its fellows in hunts.

Rake (Ex): Attack bonus +11 melee, damage 1d6+2.

Consuming Bite (Su): One of the more dangerous attacks of the chaos jile is its Consuming Bite. As a Standard Action, the Chaos Jile augments its bite damage with Core energy, so that the next successful bite does +1d6 Core Energy damage. Furthermore, the energy increases both the threat range of the bite (to 19-20), and raises the critical damage from double to triple damage. The Core Energy damage is not multiplied if the jile achieves a critical hit. The chaos jile may make a bite attack during the same round it evokes the Consuming Bite, but may make no other attacks.

Breath Weapon (Su): The Chaos Jile's breath weapon is a barrage of Core energy. It is a 30 foot cone, doing 8d6 damage. Reflex DC 13 half, Con-based save.

Shadow (Ex): Chaos jiles may befriend a magi or creatures from Naroom.

Advancement: The chaos jile's Breath Weapon increases by 1d6 for each additional hit die it gains.

Chasm Jile

Chasm Jiles are timid, and extremely elusive. They usually avoid confrontation, escaping at first opportunity. Many magi consider seeking them out to be a fool's errand because they are so timid.

Rake (Ex): Attack bonus +6 melee, damage 1d4+1.

Breath Weapon (Su): The breath weapon of the Chasm Jile is possibly the most unusual of all jiles. The chasm jile's breath is essentially an animite mist, charged with Dream Energy. When the creature breathes, the mist will provide enough energy for a random D'Resh or Weave creature to be summoned from the Dream Plane (roll on the random creatures table for the appropriate region, using the nearest if the chasm jile is in a different region). While the creature is forming, the chasm jile will escape, frequently returning to the Dream Plane.

The chasm jile will only use its breath weapon if attacked. If the Chasm Jile was controlled by a magi, the summoned creature will not be under the magi's control. However, the creature will likely ally itself to the magi temporarily, as the creatures attacking the chasm jile will suddenly have a new creature to contend with.

Crystal Jile

The crystal jile is one of the larger varieties of jile. It prowls the caverns of the Underneath, rarely emerging above ground. The crystal jile is perhaps the most willing variety to ally itself to a magi, and will remain devoted to a single magi for life. Crystal Jiles act as scouts and fierce defenders of their magi in such cases.

Crystal Jiles prefer to find a lair above the normal cavern floor, to better observe and pounce upon prey. They are not as graceful as other varieties, but they make up in power what they lack in grace.

Skills: In addition to the jile's normal +4 racial bonus to Hide and Move Silently, the Crystal Jile also has a +4 racial bonus to Balance checks.

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

Rake (Ex): Attack bonus +14 melee, damage 1d8+3.

Breath Weapon (Su): The breath weapon of the crystal jile is a cone of crystals, in a 40 foot cone. These crystals will bind any opponent, encasing them in crystal. If the victim is touching the ground, the crystals will root them to the spot. Otherwise the crystals will bind wings and limbs, making movement nearly impossible. Creatures in the area of effect may make a Reflex save (DC 19, Con-based save). If successful, the creature is only partially bound, and can make a DC 19 Strength check to move or otherwise act physically; once a check is successful, the target does not need to repeat it (the crystals break off). A totally immobilized creature has full cover; the crystals have a hardness of 10 and 5 hit points. The crystals do not block sound, light or air.

The crystal jile can also use its breath weapon to form a protective crystal barrier across an alcove or between rock columns. Frequently an underling magi will have the jile create such a barrier for protection, allowing the magi to focus on spells without worry of physical harm. If used in this way, the crystals will form a wall up to 40 feet long, and 4 inches thick. Such a wall has a hardness of 10 and 40 hit points.

Advancement: The crystal jile's breath weapon extends 5 feet per additional hit die. The crystal wall formed by the breath is one inch thick for every 10 feet of cone, and has 10 hit points per inch of thickness.

Forest Jile

One of the smaller varieties of Jile, the forest jile appears to be made of plants. Its claws are wood, and it has a leafy mane.

Rake (Ex): Attack bonus +9 melee, damage 1d4+1.

Breath Weapon (Su): The breath weapon of the forest jile is a barrage of razor-edged leaves in a 20 foot cone. The leaves do 5d6 of slashing damage (Reflex save for half, DC 15, Con-based save).

Reinforcing Roar (Su): Three times a day, the forest jile can use a reinforcing roar to bolster its allies and refresh them after a fight. All allied creatures within 30 feet of the jile will be healed 1d8+6 points of damage, any fear effects are cancelled, and XXX.

Advancement: The Forest Jile's breath weapon increases by 1d6 for each 2 hit dice it gains. It also can use its reinforcing roar one additional time for every two hit dice it gains (4 times at 8HD, etc).

Hunter Jile

This large creature resembles a mer-lion, with a leonine fore-body and a fish-like tail. A prominent dorsal fin runs down its back, starting as a crest on its head. Its eyes gleam with intelligence.

Hunter Jiles are the largest members of the Jile family. They are among the most intelligent of the Jile family, and aggressively defend Orothe from creatures of the Core. It preys upon Core creatures when it can find them, and pursues them ferociously. Its roar is disheartening to core creatures (intimidation check). It will scare off Core creatures, even returning to the Dream Plane to chase them away.

Because it has no hind legs, the hunter jile has no rake attack.

Skills (Ex): Hunter Jiles gain a +8 racial bonus on Intimidation checks against Core creatures and magi. A hunter jile also 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.

Breath Weapon (Su): The Hunter Jile's breath weapon is a spray of water, charged with cleansing energy, in a 40 foot cone. The damage from the breath is 5d6 of bludgeoning damage from the force of the water, plus 9d6 damage from cleansing energy (reflex save DC 18 half, Con-based save). Non-core creatures do not take damage from cleansing energy). Furthermore, the cleansed water will drench any target; Core creatures and magi will suffer 2d6 cleansing damage for the next 3 rounds. A core magi attempting to summon a core creature must succeed in a Concentration check; this damage is considered continuing damage.

Advancement: The Hunter Jile's breath weapon gains +1d6 bludgeoning damage for each 2 hit dice it gains, and +1d6 cleansing energy for each hit dice it gains. The duration for the drenching increases by one round for each 3 hit dice it gains (4 rounds at 12 HD, 5 rounds at 15HD, etc).

Jile

Jiles are among the smallest of the family. They are also unusual in that they hunt in packs frequently. This is in part because of the creature's unusual breath. Jiles frequently lounge together, dozing in a sheltered area of the swamps.

Rake (Ex): Attack bonus +6 melee, damage 1d6+1.

Vitalizing Breath (Su): When the jile is not using its breath weapon, the creature's breath vitalizes creatures near it. All other jiles and any Bograth creatures within 10' of a jile gain Fast Healing 3. This effect does not stack. The jile may activate or deactivate this ability as a free action at any time.

Breath Weapon (Su): The jile's breath weapon is a devitalizing gas, the reverse of its vitalizing breath. The devitalizing gas causes all affected creatures to lose 3 points per round for 4 rounds (Fortitude save for half duration, DC 14, Con-based save).

Immunity to Diseases and Parasites (Ex): The Jile is immune to the effects of diseases and parasites. This does not prevent it from being a carrier.

Advancement: The duration of the jile's devitalizing breath weapon increases for one round per hit dice it gains.

Jungle Jile

The Jungle Jile is a predator of the jungle. One of the most patient of jiles, the jungle jile will frequently cooperate with other jungle stalkers by tagging a creature with its breath weapon, then letting more aggressive stalkers (such as khisps) chase down the target. The jungle jile will frequently tag creatures before they are even aware of its presence, only to hunt them down at its leisure later.

Rake (Ex): Attack bonus +9 melee, damage 1d4+1.

Breath Weapon (Su): The breath weapon of the Jungle Jile is an invisible cloud of stalker scent gas in a 40 foot cone. The scent has a minor hallucinatory effect, giving the victims a -1 to hit and -2 to Spot and Listen checks for 6 minutes. The gas also covers all creatures in its area of effect with stalking scent, which 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 jile's hit dice (normally 6), and can be avoided by a Will save (DC 19, Con-based save). The scent effect will last for an hour (or 10 minutes per hit dice).

Advancement: The duration of the stalking scent increases by 10 minutes per each hit die it gains. The duration of the hallucinatory effect increases by one minute per additional hit die. The size of the cone increases by 5 feet for each hit die it gains.

Magma Jile

Magma Jiles are one of the more powerful Jile variants. They are also one of the most aggressive. Magma Jiles are driven by a fiery hunger, ever consuming like the flames they frequent. The Magma Jile hunts prey almost continuously, preying upon small creatures.

Sometimes known as a sabreback because of the sharp crystalline growths on its back

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

Rake (Ex): Attack bonus +10 melee, damage 1d6+2.

Breath Weapon (Su): The breath of the magma jile is a gout of flame. It is a 20 foot cone, doing 4d6 damage. Reflex DC 17 half, Con-based save.

Advancement: The damage from the magma jile's breath weapon increases by 1d6 for each 2 hit dice it gains.


Jingjack

A Core creature supposedly encountered by Tony Jones in his adventures. According to Tony, it resembles a malevolent jack-in-the-box, with clawed hands. The jingjack usually springs from a chest or similar enclosure, and is not usually found wandering. It is apparently a construct of some sort, perhaps created by the ancients.


Jip

Jip
Diminuative Magical Beast
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Shadow
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Naroom
Organization: Solitary, mated pair or flock (3-12)
Challenge Rating: 3
Control:

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


J'lith

J'lith
Small Fey
Hit Dice: 4d6 (14 hp)
Initiative: +5 (Dex)
Speed: 30 ft. fly 50 ft. (good)
AC: 18 (+1 size, +5 Dex, +2 natural) touch 16, flatfooted 13
Base Attack/Grapple: +2/-3
Attack: Claw -3 melee (1d4-1)
Full Attack: 2 Claws +8 melee (1d4-1), Bite -3 melee (1d4-1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Rake
Special Qualities: Magical Sense, Electrical Resistance 10, low-light vision
Saves: Fort +1 Ref +9 Will +5
Abilities: Str 9 Dex 21 Con 11 Int 11 Wis 13 Cha 13
Skills: Appraise +7 Hide +12 Listen +6 Move Silently +9 Search +6 Sleight of Hand +8 Spot +8 Use Magic Device +8
Feats: Weapon Finesse (claws), Magic Sense
Region: Arderial
Organization: Solitary/Pride (3-12)
Challenge Rating: 2
Control:

Resembling a small butterfly-winged lion, the J'lith is fond of watching things happening on the land below. They are curious creatures, and somewhat greedy as well.

J'lith love trinkets. In the Dream Realm, they collect trinkets of dream-stuff and hide them away. They are particularly attracted to Relics, and can sense the magic within them. A J'lith will refuse to come to the aid of a magus unless that magus has some interesting relics that they can observe (and hopefully play with). J'lith can (and do) occasionally use trinkets if they can figure them out.

J'lith are fairly social with each other - until it comes to their trinkets. Each j'lith has its own hiden nest where it hides its collection. Squabbles sometimes break out between j'lith when they feel their collection is threatened. In the rare occasion that a j'lith attacks another creature, it will try to pounce on its prey from above.

Magical Sense (Ex): The j'lith can automatically sense magical auras, and can readily discern what object is the source of a particular aura. It could not tell anything further by examining the aura, such as the actual function of a magical device or the effect of a spell that has been cast on an object. The j'lith cannot sense dream auras (such as those around other dream creatures) using this ability.

Pounce (Ex): If a j'lith leaps or lands upon a foe during the first round of combat, it can make a full attack, even if it has already taken a move action.


Jore

Jore
Large Magical Beast
Hit Dice: 6d10 + 42
Initiative:
Speed: 30 ft., Burrow 10ft.
AC: 18 (-1 size, +1 Dex, +8 natural) touch 10, flatfooted 17
Base Attack/Grapple: +6/+17
Attack: Gore +12 melee (2d6+10)
Full Attack: Gore +12 melee (2d6+10)
Face/Reach: 10ft./5 ft.
Special Attacks: Powerful Charge
Special Qualities: darkvision 120 ft., low-light vision
Saves: Fort +12 Refl +6 Will +2
Abilities: Str 24 Dex 13 Con 24 Int 8 Wis 11 Cha 14
Skills: Fort +12 Refl +6 Will +2
Feats: Cleave, Improved Bull Rush, Power Attack
Region: Underneath
Organization:
Challenge Rating: 4
Control:

This creature resembles a small rhinoceros, but with claws and horns of glowing crystal. It has sharp crystal spines growing from its shoulders and back, and a pair of non-crystalline tusks. The creature has a strong earthy scent. The jore is a creature found in subterranean tunnels, and it is an aggressive defender of the Underneath. Like bwisps, jores are social creatures, frequently in the company of each other or other Dream Creatures. Since they were frequently seen with Ghost Bwisps, inhabitants of the Underneath called them Tusk Bwisps for a while. Only when Agadon discovered the secrets of the Dream Creatures did Underneath magi realize that the Jore was a separate creature entirely.

Like the ghost bwisp, the fluorescence from the jore's crystal horns can be dimly seen through layers of rock. The light given off by the jore is much weaker than that of the bwisp, and a jore's light is generally only visible in a 10 foot radius.

Powerful Charge (Ex): The Jore deals 4d6+20 points of damage when it makes a charge.

Nourishing Trail (Su): The jore can exude a strong scented mineral into the rock as it travels. This mineral will enrich the soil, in a manner similar to an Enrich spell. The jore can only secrete this substance along a trail it is digging, but other burrowing creatures who follow its trail can absorb the nutrients from the soil. Such creatures may gain 1d6 hp; this may result in temporary hit points. The jore may exude this mineral five times a day. A given creature may gain such a benefit once for each time the jore uses its ability.

Advancement: A jore usually increases its strength and gains the Awesome Attack feat at 9 hit dice.


Jumbor

Jumbor Sabertooth Jumbor Tropical Jumbor
Medium Magical Beast Medium Magical Beast Medium Magical Beast
Hit Dice: 9d10+27 (76 hp) 7d10+21 (59 hp) 6d10+18 (51 hp)
Initiative: +6 +6 +7
Speed: 40 ft. 40 ft., Climb 10 ft. 50 ft.
AC: 20 (+2 Dex, +8 natural) touch 12, flatfooted 18 18 (+2 Dex, +6 natural) touch 12, flatfooted 16 17 (+3 Dex, +4 natural) touch 13, flatfooted 14
Base Attack/Grapple: +9/+12 +7/+11 +6/+7
Attack: Gore +12 melee (1d8+3) Gore +11 melee (2d6+4) Gore +7 melee (1d8+1)
Full Attack: Gore +12 melee (1d8+3), 2 Claws +7 melee (1d6+1) Gore +11 melee (2d6+4), 2 Claws +6 melee (1d8+2) Gore +7 melee (1d8+1), 2 Claws +2 melee (1d6)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Taunt Taunt Taunt
Special Qualities: Shadow, Weave, darkvision 60 ft., low-light vision Weave, darkvision 60 ft., low-light vision Weave, darkvision 60 ft., low-light vision
Saves: Fort +9 Ref +8 Will +5 Fort +8 Refl +7 Will +3 Fort +8 Refl +8 Will +4
Abilities: Str 17 Dex 14 Con 17 Int 14 Wis 14 Cha 16 Str 19 Dex 14 Con 17 Int 12 Wis 13 Cha 16 Str 13 Dex 16 Con 17 Int 14 Wis 14 Cha 16
Skills: Bluff +13 Hide +6 Intimidate +13 Listen +8 Move Silently +6 Sense Motive +12 Spot +6 Bluff +11 Climb +14 Intimidate +11 Listen +4 Sense Motive +7 Spot +4 Bluff +8 Craft (trapmaking) +7 Hide +9 Intimidate +8 Listen +6 Move Silently +9 Sense Motive +7 Spot +6
Feats: Ability Focus (Taunt), Combat Reflexes, Hold the Line, Improved Initiative Combat Reflexes, Hold the Line, Improved Initiative Combat Reflexes, Improved Initiative, Stealthy
Region: Weave Weave or Naroom Weave or Paradwyn
Organization: Solitary or small herd (2-5) Solitary or small herd (2-5) Solitary or small herd (2-5)
Challenge Rating: 6 5 4
Control:

The jumbor is an intelligent dream creature resembling a cross between a boar and a sloth. It can speak, and will do so at any useful opportunity. However, the jumbors are quick to sling insults or nasty remarks at any creature they don't immediately take a liking to. Because of this, they aren't commonly adopted by Magi. However, jumbors are also canny enough not to taunt something they can't handle. They will frequently cooperate with other creatures in defense of the Weave, and incite opponents into dangerous ambushes.

Taunt (Su): Jumbors like to taunt their foes, leading them into rash attacks. When a jumbor taunts a target, they roll an Intimidation check, with the +2 synergy bonus for their ranks of Bluff added in. This becomes the DC of the opposing creature's Will save. The target of this effect do not get any Fear-related bonuses to their Will save. A failed Will save means the affected creature will rush forward to engage the jumbor in melee.

This taunting effect will echo over a magi's empathic link with his or her Dream Creatures. If a jumbor taunts a magi, any of his Dream Creatures that are present must also make a Will save or be affected by the Taunt. The Dream Creatures that must make secondary saves do get a +4 circimstance bonus in this case if they aren't specifically targeted. Each variety of jumbor may have additional effects connected with their taunting; see the individual listings for more details.

Weave (Ex): All Jumbors are connected to the empathic Weave.

Jumbor

The jumbor has the strongest taunting ability of all varieties, and it is also the wiliest. The jumbor shrewdly guesses the most effective epithets, making it much more likely that opposing creatures will fall prey to its taunting.

Hold the Line (Feat): This feat, from Complete Warrior, gives the jumbor the ability to make attacks of opportunity against a charging opponent that enters an area the jumbor threatens. The attack of opportunity happens immediately before the charge attack is resolved.

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

Taunt (Su): The jumbor's taunting is quite potent. The secondary saves against its taunt for a magi's Dream Creatures only has a +2 circumstance bonus instead of +4. Furthermore, with its Ability Focus, the base save for the jumbor's taunting has a DC modifier of +2

Sabertooth Jumbor

The sabertooth jumbor has tusks and claws that are much longer and nastier than the other varieties. They are also more aggressive than most varieties of jumbor.

Hold the Line (Feat): This feat, from Complete Warrior, gives the sabertooth jumbor the ability to make attacks of opportunity against a charging opponent that enters an area it threatens. The attack of opportunity happens immediately before the charge attack is resolved.

Taunt (Su): The sabertooth jumbor's taunting has the side effect of rallying and inciting any allied creatures when it incites a magi and her creatures. The sabertooth jumbor's taunts, which alternate with rallying hype, frequently get its allied creatures too excited for them to wait for the opposition to attack. Allied creatures must make a Will Save (DC 16, Cha-based save) to refrain from initiating an attack on the taunted opponents. However, those creatures which do restrain themselves from attacking gain a +2 morale bonus to attacks, saving throws and skill checks. These bonuses last for 30 minutes.

Tropical Jumbor

The tropical jumbor is the smallest variety of jumbor. It is also the least aggressive, and will frequently avoid inciting other creatures until it has scouted out the capabilities of its target. The tropical jumbor will then usually only taunt a single creature, rather than a whole pack or a magi's entire contingent of creatures. However, the tropical jumbor is savvy, and may have fashioned an impromptu deadfall or other trap to hurt its target.

Trapmaking (Ex): The tropical jumbor's trapmaking skill is limited to fairly coarse work. However, it can fashion a variety of traps, ranging from annoying to dangerous, from the natural materials of its home. Some examples are:

Taunt (Su): The tropical jumbor's taunt has no additional abilities beyond the information for all jumbors.

Junjertrug

Junjertrug Stumbling Junjertrug
Huge Magical Beast Huge Magical Beast
Hit Dice: 12d10+48 (114 hp) d8
Initiative: -1 -2
Speed: 50 ft. 40 ft.
AC: 17 (-2 size, -1 Dex, +10 natural) touch 7, flatfooted 18 15 (-2 size, -2 Dex, +9 natural) touch 6, flatfooted 17
Base Attack/Grapple: +12/+29 +10/+26
Attack: Bite +19 melee (2d8+9) Bite +16 melee (2d6+8)
Full Attack: Bite +19 melee (2d8+9), Gore +14 melee (2d6+4) Bite +16 melee (2d6+8), Gore +11 melee (2d6+4)
Face/Reach: 15 ft./10 ft. 15 ft./10 ft.
Special Attacks: Rage
Special Qualities: darkvision 60 ft., low-light vision darkvision 60 ft., low-light vision, Fire Resistance 5
Saves: Fort +12 Refl +7 Will +5 Fort +11 Refl +5 Will +4
Abilities: Str 28 Dex 8 Con 19 Int 6 Wis 12 Cha 15 Str 26 Dex 6 Con 19 Int 6 Wis 12 Cha 13
Skills: Intimidate +7 Listen +6 Spot +6
Feats: Awesome Attack, Cleave, Great Cleave, Improved Bull Rush, Power Attack Cleave, Great Cleave, Improved Bull Rush, Power Attack
Region: Weave Weave
Organization: Solitary or Herd (2-8) Solitary or Herd (2-8)
Challenge Rating: 7 6
Control:

Junjertrug

Junjertrugs are some of the fiercest creatures of the Weave. They are the antithesis of the usual Weave creatures - surly, ferocious creatures which terrorize other creatures. They do not share in the Weave empathy, and other Weave creatures give them a wide berth. They are eternally hungry, and will attack at the slightest provocation. For many junjertrugs, seeing a bite-sized creature is enough to send them into a frenzy. Junjertrugs are feared by most Weave creatures, and even creatures from neighboring regions know to avoid them. However, junjertrugs can make fierce and protective allies to a magi. They can be a powerful addition to a Weaver's arsenal of creatures. If their hunger is sated - for instance with Tuk berries - junjertrugs can even be trained as mounts. Weavers actually use junjertrugs frequently in this fashion, mounting howdahs on the junjertrug's back. Handling a junjertrug is a tricky prospect though. If the junjertrug has not been pacified, all Handle Animal and Ride checks have a -4 circumstance penalty.

Rage (Ex): A junjertrug will work itself into a frenzied rage before combat. The junjertrug gains +6 to its Strength and Constitution, and a +3 morale bonus on Will saves, but suffers a -2 penalty to Armor Class. The junjertrug gains hit points from its heightened Constitution, but these points are not lost first, and are lost when the rage ends. The rage lasts for a number of rounds equal to 3+ the junjertrug's Constitution. At the end of the rage, the junjertrug becomes fatigued until the end of the encounter (-2 to Strength and Dexterity, can't run or charge). Entering a rage is a free action for the junjertrug. This ability is identical to the rage of an 11th level barbarian (see the Player's Handbook). The junjertrug can rage an unlimited number of times per day, but must wait at least 15 minutes between rages.

Stumbling Junjertrug

So named because of its clumsiness, the stumbling junjertrug is slightly smaller than its cousin. Its coat is slightly darker, and the fur has a fire-retardant oil that the stumbling junjertrug secretes. This oil can rub off onto other creatures. Weavers who control a stumbling junjertrug frequently have their other creatures rub up against the stumbling junjertrug, particularly if they are about to face a Calder. A creature who rubs against a stumbling junjertrug to coat themselves in the oil gains Fire Resistance 5 for 10 minutes.

Stumbling junjertrugs are much less likely to attack creatures without provocation than their cousins, though they will still eagerly attack when hungry. Unfortunately, their clumsiness makes them much less useful as mounts, since a rider never knows when the stumbling junjertrug will trip and send itself and its riders flying. The stumbling junjertrug in fact frequently acts as if it were intoxicated. The creature

The stumbling junjertrug hates fire, and will attack any character or creature bearing or wielding flame. A magi who controls the stumbling junjertrug can prevent it from attacking allied creatures or the magi herself. If in the presence of other Weave creatures, a stumbling junjertrug will try to protect the other creatures from flames first, then deal with the fire-user.