Magi-Nation: Creatures - K

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


Karak

Karak Tidal Karak
Large Magical Beast Medium Magical Beast
Hit Dice: 7d10+21 (52 hp) 4d10+4 (26 hp)
Initiative: +2 +3
Speed: Swim 50 ft. 10 ft., Swim 60 ft.
AC: 16 (-1 size, +2 Dex, +5 natural) touch 11, flatfooted 14 16 (+3 Dex, +3 natural) touch 13, flatfooted 13
Base Attack/Grapple: +7/+15 +4/+5
Attack: Tentacle +10 melee (1d4+4) Tentacle +7 melee (1d4+1)
Full Attack: 6 Tentacles +10 melee (1d4+4), 4 Claws +8 melee (1d6+2) 4 Tentacles +7 melee (1d4+1)
Face/Reach: 10 ft./10 ft. (tentacles 15 ft.) 5 ft./10 ft. (tentacles)
Special Attacks: Improved Grab, Constrict Improved Grab, Constrict
Special Qualities: Relic Sense, Ink, darkvision 60 ft., low-light vision Relic Sense, Ink, Shadow, darkvision 60 ft., low-light vision
Saves: Fort +8 Refl +7 Will +2 Fort +5 Refl +7 Will +2
Abilities: Str 18 Dex 15 Con 16 Int 14 Wis 10 Cha 12 Str 13 Dex 17 Con 12 Int 14 Wis 13 Cha 12
Skills: Appraise +4 Bluff +5 Hide +6 Move Silently +6 Sleight of Hand +12 Spot +6 Swim +14 Use Magic Device + Appraise +6 Bluff +3 Hide +7 Move Silently +7 Sleight of Hand +9 Spot +5 Use Magic Device +5
Feats: Blind-Fight, Combat Expertise, Improved Disarm (B), Multi-Attack Blind-Fight, Weapon Finesse (Tentacle)
Region: Orothe Orothe
Organization: Solitary Solitary
Challenge Rating: 5 3
Control: 20 17

Karaks are squid-like creatures of the seas. They are common in Orothe, and are attracted to magic - particularly relics. Karaks can be a nuisance or a valuable ally. Karaks tend to be solitary creatures, since they are always seeking to acquire relics - even from each other.

Karaks also have a natural ability to identify magical items, and will seek to acquire them whenever possible. Karaks actually absorb minute amounts of the energy of a relic they hold - this drives them to steal the relics when they can. While the effects are far from instantaneous, the karak will slowly grow using the magical energy. Relics stolen by the Karak do not lose their potency.

Karaks are easily intimidated though. An observant guardian who wounds a Karak's tentacle while its trying to steal an item will not need to worry about retaliation, as the Karak will most likely flee out of shock and surprise. Like squids, they can cover their retreat by a thick cloud of ink.

Ink (Ex): Karaks of all varieties can squirt ink to cover themselves when trying to escape. A karak can emit a cloud of ink once per minute as a free action. The ink cloud provides total concealment, which the karak normally uses to escape a fight that is going badly. Creatures within the ink are considered to be in total darkness. The size of the cloud varies, depending on the type of karak.

Improved Grab (Ex): To use this ability, a karak must hit an opponent with a tentacle attack. It can then 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 constrict.

Constrict (Ex): A karak deals automatic tentacle damage with a successful grapple check.

Relic Sense (Ex): Karaks of all varieties have a near-infallible ability to sense magical relics. This is more powerful than the Magic Sense feat. A karak is able to sense the presence and location of a relic up to 60 feet away. Treat this ability as a permanent Detect Magic spell which only senses Magic Items (see the Player's Handbook).

Skills (Ex): Karaks of all types have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. They can always choose to take 10 on a Swim check, even if distracted or endangered. A karak can use the run action while swimming, provided it swims in a straight line.

Treasure: Karaks of all varieties may have treasure. They will have standard items for creatures of their CR.

Karak

This creature resembles an intelligent squid with a set of four lobster-like pincers and six tentacles.

A karak is adept at distracting individuals with its movements while it sends a tentacle around to grab something. It can also use tentacles to strike at items like snakes, snatching them out of their owner's hands.

As a karak grows, it molts its shell and pincers (like many crustaceans). Because the claws are frequently charged with magical energy from the karak's handling of relics, they sometimes remain in the real world. These claws are used by Orothean magi to create relics - in particular Karak Bands, by heightening the natural effects of the karak.

Ink (Ex): The karak's ink covers a 30 foot spread. The karak will occasionally try to snatch a relic under the cover of an ink cloud before fleeing.

Tidal Karak

This creature resembles an intelligent squid with a set of four tentacles and four short flukes.

A smaller cousin of the karak, the tidal karak lives closer to the shorelines. It only has four tentacles, and the claws are replaced by flukes, giving it a faster speed. The tidal karak is fond of hiding anything it comes across in secret stashes at the bottom of the sea floor, digging out small hiding places with its flukes.

Tidal Karaks commonly swim up rivers, and collect things which are dropped into the water. Like its cousin, the tidal karak loves to acquire magical trinkets. The tidal karak is much more patient though, and will usually wait until an item is casually left unattended. A tidal karak can crawl onto land in order to snatch a particularly interesting relic.

Ink (Ex): The tidal karak's ink covers a 20 foot spread.


Karkik

Karkik
Large Elemental [Fire, Earth]
Hit Dice: 10d8+30 (75 hp)
Initiative: +0
Speed: 30 ft., Climb 10 ft.
AC: 21 (-1 size, +12 natural) touch 9, flatfooted 21
Base Attack/Grapple: +7/+17
Attack: Claw +12 melee (1d6+6)
Full Attack: 2 Claws +12 melee (1d6+6)
Face/Reach: 10 ft./5 ft.
Special Attacks: Burst, Flame, Flameburst
Special Qualities: immunity to fire, vulnerability to cold
Saves: Fort +10 Refl +7 Will +4
Abilities: Str 23 Dex 11 Con 17 Int 11 Wis 13 Cha 10
Skills: Climb +16 Listen +9 Sense Motive +7 Spot +11
Feats: Ability Focus (Flameburst), Improved Bull Rush, Improved Sunder, Power Attack
Region: Cald or Kybar's Teeth
Organization: Solitary or gang (3-8)
Challenge Rating: 6
Control: 23

This large creature vaguely resembles a beetle composed of magma and stone. Instead of a pair of wings, it has what appears to be a pair of round chimneys, glowing with internal heat. Its six legs end in sharp claws.

The karkik is a creature common to both mountainous and volcanic regions. It is a creature which is easy to locate, but difficult to capture and control. Karkiks aren't stubborn like many creatures of Kybar's Teeth, nor are they irascible like many creatures of Cald. Instead, they simply are enigmatic and hard to influence. The inscrutable creatures frequently observe from a high rock, and withdraw once they are noticed.

The creature's skin is hot to the touch, but not searing. It has a small mouth below its eyes, but the two 'chimneys' are its most notable feature. The chimneys are able to swivel slightly, allowing the creature to aim its special attacks anywhere nearby. They also use them to indicate mood, shrugging or pivoting them. Anyone familiar with the karkik can usually tell if the creature is agitated or hostile by noting the way its chimneys are moving.

The karkik can attack with its claws when necessary. However, it is much more likely to use its special attacks first, and close only if the target is at a disadvantage.

Burst (Su): The karkik can fire a stony missile from its 'chimneys' once every 1d4 rounds. This burst creates a small crater, 10 feet in diameter and 5 feet deep. Any creature in the impact area will take 3d6 damage from the rocky burst (DC 18 Reflex save half, Con based save). Any creature of Medium or smaller size which fails the saving throw will also be knocked prone. Any medium or smaller creature climbing out of the crater must succeed a DC 15 climb check if in soil, or DC 20 if in rock. The karkik can fire the burst up to 200 feet.

Flame (Su): The karkik can also fire a fiery missile from its 'chimneys' once every 1d4 rounds. This flaming missile creates a ball of fire 10 feet in diameter. The ball of fire lasts for 10 rounds, and does 5d6 fire damage to any creature within it (DC 18 Reflex save for half, Con-based save). The karkik can fire the flame up to 200 feet.

Flameburst (Su): The karkik can combine the Burst and Flame special attacks into a single special attack. The ball of fire from the Flame fills the crater created by the Burst. Creatures get a single saving throw against both effects, but the DC of the save is 20 due to the karkik's Ability Focus feat. The karkik may not use any of its special attacks for 2d4 rounds after it uses Flameburst.

Advancement: The karkik's range with its special attacks increases by 10 ft./HD. The fire damage gains an extra 1d6 for every 2HD, and the burst damage increases by 1d6 for every 3HD


Kazor

A Core creature supposedly encountered by Tony Jones in his adventures. It attacks with claws and a strong dangerous bite. Little more is known about it.


Kelthet

Kelthet
Medium Elemental [Fire]
Hit Dice: 5d8+10 (32 hp)
Initiative: +1
Speed: 40 ft.
AC: 17 (+1 Dex, +6 natural) touch 11, flatfooted 16
Base Attack/Grapple: +4/+8
Attack: Claw or Slam +8 melee (1d6+4)
Full Attack: 2 Claws or 1 Slam +8 melee (1d6+4)
Face/Reach: 5 ft./5 ft.
Special Attacks: Consume, Improved Grab
Special Qualities: elemental traits, immunity to fire, vulnerability to cold
Saves: Fort +3 Ref +5 Will +2
Abilities: Str 18 Dex 13 Con 15 Int 8 Wis 12 Cha 14
Skills: Intimidate +2 Listen +6 Spot +6
Feats: Alertness, Cleave, Power Attack
Region: Cald
Organization: Solitary
Challenge Rating: 4
Control: 19

This creature is seemlingly composed of rock and molten lava. It has four stony clawed feet, and a humanoid trunk. It seems to be a fiery tauric creature wearing stone armor, including a mantle, clawed gauntlets, and a visored helm. The creature's central body glows with intense heat.

The Kelthet is a mineral-based creature held together by enchanted magma. It is a powerful creature, with dangerous physical attacks. The stone armor on its body is actually part of the kelthet, even though it resembles armor. Like several other Cald creatures, the kelthet has a strong appetite. It sates its appetite by grabbing anything flammable, and holding it against its body. The kelthet absorbs the energy released.

Improved Grab (Ex): To use this ability, a kelthet must hit an opponent with a claw attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it can draw the opponent against it, and use its Consume ability. The kelthet may also do automatic claw damage while it maintains the grapple.

Consume (Ex): Any creature pinned against the Kelthet will take 3d6 fire damage from the heat of the magma. The kelthet will absorb this energy, gaining half the damage done as hit points. This may give the kelthet temporary hit points. If the kelthet absorbs enough to double its base hit points, it doubles in size, increasing one size category. Kelthets can grow more than one size category in this fashion.

A Cald dream creature may voluntarily allow itself to be consumed, merging its energy with the kelthet (and giving the kelthet half the creature's remaining hit points). While this rarely happens with wild kelthets, a magi who controls a kelthet may instruct other creatures to merge with the kelthet.


Khisp

Khisp
Medium Magical Beast
Hit Dice: 7d10+7 (45 hp)
Initiative: +6
Speed: 40 ft.
AC: 18 (+2 Dex, +6 natural) touch 12, flatfooted 16
Base Attack/Grapple: +7/+10
Attack: Bite +10 melee (1d8+3)
Full Attack: Bite +10 melee (1d8+3)
Face/Reach: 5 ft./5 ft.
Special Attacks: Sneak Attack, Stalking Frenzy, Rake
Special Qualities: Scent, darkvision 60 ft., low-light vision
Saves: Fort +6 Refl +7 Will +5
Abilities: Str 16 Dex 15 Con 13 Int 12 Wis 16 Cha 13
Skills: Balance +6 Hide +10 Intimidate +5 Jump +19 Listen +7 Move Silently +10 Spot +7 Survival +7
Feats: Dodge, Mobility, Spring Attack, Track (B)
Region: Paradwyn
Organization: Solitary or pack (3-12)
Challenge Rating: 5
Control: 20

Khisps are creatures which roam the jungles of Paradwyn. They are frequently used by jungle guards, who rely upon their stalking and hunting ability. Khisps are easily excited by the thrill of the hunt.

Khisps frequently attack from the cover of the jungle, springing upon unsuspecting foes. Its forelimbs are too small to be useful in melee, so the khisp usually attacks by biting. If it successfully leaps upon a foe, it will bite and rake. The khisp is a dangerous and intelligent opponent that will use its skills to optimal effect during a hunt.

Skills: The khisp has a +4 racial bonus to Hide and Move Silently checks. It is a natural jumper, and has a +10 racial bonus to Jump checks.

Sneak Attack (Ex): When attacking prey, khisps sneak attack as a rogue. Whenever the khisp's prey is denied its Dexterity bonus to its armor class, or if the khisp flanks the prey, the khisp's attack does +2d6 damage.

Pounce (Ex): If a jile charges or leaps upon a foe during the first round of combat or by using a Spring Attack, it can make a full attack, including two rake attacks.

Rake (Ex): Attack bonus +10 melee, damage 2d6+3.

Stalking Frenzy (Ex): Whenever the khisp smells Stalking Scent, it enters an excited state, and will eagerly seek out its prey. Once they have sighted their prey, the khisp will enter a quasi-berserk state resembling a barbarian's rage. It will gain +4 to Strength and Con and a +2 morale bonus to Will saves, but suffers a -2 penalty to Armor Class. The khisp is an able hunter, and even during a stalking frenzy, it will employ flanking or pouncing tactics to maximize its effectiveness.


Kier

Kier
Large Aberration
Hit Dice: 12d8+60 (114 hp)
Initiative: +0
Speed: 30 ft., Burrow 10 ft., Climb 10 ft.
AC: 21 (-1 size, +12 natural) touch 9, flatfooted 21
Base Attack/Grapple: +9/+20
Attack: Claw +15 melee (3d6+7)
Full Attack: 2 Claws +15 melee (3d6+7)
Face/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 120 ft., Tremorsense 60 ft.
Saves: Fort +9 Refl +4 Will +9
Abilities: Str 24 Dex 11 Con 20 Int 7 Wis 13 Cha 8
Skills: Climb +17 Hide +2 Listen +5 Move Silently +4 Spot +4
Feats: Cleave, Great Cleave, Improved Sunder, Power Attack, Stealthy
Region: Underneath or Kybar's Teeth
Organization: Solitary or pair
Challenge Rating: 7
Control: 26

Kiers are creatures common to the mountainous regions. They dwell in caves carved into the mountainsides, but don't venture far from their lairs. Though they are common to the area between the two regions, they are not found near the mountaintops where most Kybarites frequent, nor do they delve deeper into the earth where Underlings are common.

Kiers are rarely used by magi. They are not particularly sociable creatures, venturing out of their caves only occasionally (and usually when its overcast). They don't take kindly to visitors, and since they rarely venture into the heart of either Kybar's Teeth or the Underneath, the magi of those regions usually seek out friendlier creatures.

Kiers commonly disguise the entrance to their caves with a slab of rock. While it won't prevent someone from finding the concealed cave with a search, it does prevent them from being bothered by other creatures, and the cave is hidden from casual notice from another mountaintop. They also block other tunnels into or out of their lair in a similar fashion, moving the rocks on the rare occasions they want to venture out.


Kintor

Kintor
Medium Monstrous Humanoid [Cold]
Hit Dice: 5d8+10 (32 hp)
Initiative: +2
Speed: 30 ft.
AC: 17 (+2 Dex, +5 natural) touch 12, flatfooted 15
Base Attack/Grapple: +5/+6
Attack: Ice Spear +6 melee/+7 ranged (1d8+1) or Slam +6 melee (1d3+1)
Full Attack: Ice Spear +7 ranged, or Ice Spear +4 melee and 3 Ice Spears +0 melee (1d8+1), or Slam +6 melee (1d3+1)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., immunity to cold, vulnerability to fire, Icy Shapes
Saves: Fort +3 Refl +6 Will +5
Abilities: Str 13 Dex 15 Con 14 Int 10 Wis 13 Cha 12
Skills: Balance +5 Climb +4 Craft (Ice sculpting) +4 Listen +7
Feats: Multiweapon Fighting, Blindfight
Region: Nar
Organization: Solitary or family (2-5)
Challenge Rating: 3
Control: 14

This creature is a four-armed humanoid standing about seven feet tall. It has very thick dark fur covering its entire body. The creature's blue eyes gleam in the cold air.

The kintor is a nomadic dream creature which wanders around the arctic wastes of Nar. Kintors travel in small family groups, and will occasionally visit Naran settlements. Kintors will befriend Narans fairly readily, and they have a strong playful streak. A magi who befriends a kintor will have not only a Dream Creature companion, but a true friend. Kintors frequently play with Naran children, engaging in snowball fights or building them an ice castle.

Kintors are primarily nocturnal, and their eyes are unusually weak. They frequently avoid magining themselves during the summer months when the daylight rarely ends. Kintors are susceptible to snowblindness, unlike almost all other Nar creatures. The kintor's weak eyes means that it relies upon sound in addition to locate its opponents. On particularly bright days, kintors prefer to remain on the Dream Plane, or bury themselves in snow, or inside a cave. They are not bothered by the typical Naran cloudy overcast days

The kintor's fur is very dense, and it is a favorite of Naran artificers to salvage because it is easy to work. A Naran artificer will frequently Salvage the entire coat of a kintor, leaving a fur suit which generally only needs minor alterations. Though it isn't very thick, kintor fur is exceptional

Light Blindness: Abrupt exposure to bright light blinds a kintor for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Icy Shapes (Su): The Kintor can condense ice out of the air into relatively simple shapes. These shapes cannot be detailed, or of any real value. However, the kintor can create sharp, strong icicles that are balanced for throwing (treat as spears), balls of ice, or a small wall of ice to give itself partial cover. The volume of the ice cannot be greater than 8 cubic feet, but a kintor can make multiple objects if they are all the same shape such as a dozen balls of ice. A kintor can use this ability once every 10 minutes.


Kletch

A Core creature supposedly encountered by Tony Jones in his adventures. It resembles a clawed hand with a large eye in the palm (and is about the same size). Little more is known about it. The creature may be linked to the Invaders, though this is speculation.


K'ly

K'ly
Tiny Plant
Hit Dice: 5d8+10 (32 hp)
Initiative: +5
Speed: 80 ft., Climb 20 ft.
AC: 21 (+2 size, +5 Dex, +4 natural) touch 17, flatfooted 16
Base Attack/Grapple: +3/-7
Attack: Blade-tail +10 melee (1d6-2)
Full Attack: Blade-tail +10 melee (1d6-2)
Face/Reach: 2 1/2 ft./0 ft.
Special Attacks: Whirling Blade (2d6-2 or 3d6-2)
Special Qualities: Scent, plant traits, Stalking Gas
Saves: Fort +6 Refl +6 Will +3
Abilities: Str 6 Dex 21 Con 14 Int 14 Wis 15 Cha 13
Skills: Balance +11 Climb +8 Hide +17 Jump +22 Listen +16 Spot +8 Survival +6
Feats: Dodge, Mobility, Spring Attack (B), Track (B), Weapon Finesse (blade-tail) (B)
Region: Paradwyn
Organization: Solitary or Cluster (3-12)
Challenge Rating: 5
Control: 20

A K'ly is a small creature that is quite easy to overlook. Resembling nothing as much as a large coconut, a k'ly is frequently watching any activity in Paradwyn. K'lys are found lurking in treetops, watching and waiting.

A k'ly can move incredibly quickly. They can run very quickly, and have no problem moving at full speed within a canopy of trees. They can also quickly scale up a tree trunk, regaining their perch above their prey.

Whirling Blade (Ex): The k'ly usually attacks by leaping at its foe, and spinning in a rapid somersault. Their wooden blade-tail whirls vertically, slicing opponents. The k'ly will then scurry back up a tree, ready to attack again. The attack does 2d6-2 slashing damage. When attacking a creature tagged with stalking scent gas, a k'ly will accelerate its spin due to the excitement of the hunt. Against such creatures, the damage rises to 3d6-2.

Stalking Gas (Su): A K'ly can emit an invisible cloud of stalker scent gas in a 50 foot downward cone (covering creatures below the k'ly, up to 50 feet away). The scent has a minor hallucinatory effect, giving the victims a -1 to hit and -2 to Spot and Listen checks for 5 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 5 minutes, and can be avoided by a Will save (DC 14, Con-based save). The scent effect will last for 50 minutes.

Skills: The k'ly has a +8 racial bonus to Listen checks. It also gains a +4 racial bonus to Hide checks while in the Jungle.

Feats: The K'ly has Spring Attack, Track, and Weapon Finesse as bonus feats.

Advancement: Each hit die the k'ly gains increases the scent's cone size by 10 feet, the duration of the hallucinatory effect by one minute, and the scent itself by 10 minutes.


Koil

Koil
Small Aberration
Hit Dice: 6d8+6 (33 hp)
Initiative: +3
Speed: 20 ft.
AC: 18 (+1 size, +3 Dex, +4 natural) touch 14, flatfooted 15
Base Attack/Grapple: +4/+5*
Attack: Tentacle +8 melee (1d3+3)
Full Attack: 6 Tentacles +8 melee (1d3+1), Bite +4 melee (1d4+0)
Face/Reach: 5 ft./5 ft.
Special Attacks: Constrict 1d3+1, Improved Grab, Nightmare
Special Qualities: darkvision 60 ft.
Saves: Fort +3 Refl +5 Will +7
Abilities: Str 12 Dex 17 Con 13 Int 13 Wis 14 Cha 16
Skills: Hide +11 Listen +8 Move Silently +7 Search +5 Sense Motive +5 Spot +8
Feats: Combat Reflexes, Multiattack, Weapon Finesse (tentacle)
Region: Core
Organization: Solitary
Challenge Rating: 4
Control: 16

The koil is a Core creature which is far too common. Koils are vicious creatures which enjoy tormenting prey. They usually attack by grabbing an opposing creature with one of their tentacles, then inflicting nightmares on their prey. If the victim is a physical threat to the koil, it will usually slip away under cover of darkness once the creature has been affected. The koil will physically torment smaller, weaker creatures.

Improved Grab (Ex): To use this ability, a koil must hit an opponent with a tentacle attack. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and may constrict. A koil has +4 racial bonus on grapple checks.

Shade (Su): The koil can create a patch of darkness in a 15' radius, centered on itself. It frequently uses this to escape, or simply for a tactical advantage. The koil is not affected by its own darkness field.

Nightmare (Su): A koil can cause a victim to suffer nightmares the next time they try to sleep. The target of this ability may make a DC 16 Will save (Cha-based) to avoid its effects. An affected creature only heals at half its normal rate and suffers 1 point of Charisma drain during the next night. A koil may only use this ability on a creature it has successfully grappled with its tentacles, and it may only use this ability on a particular target once per day (whether or not the save is successful). However, koils are notorious for returning to inflict more nightmares upon a chosen victim day after day.

Nightmare Track (Ex): A koil is aware of any creature which is suffering from its nightmare, and their location. A koil may pursue a victim either in the real world or in the dream plane. A wild koil will frequently magine itself in the victim's presence to inflict another nightmare on its victim on the following day, while a controlled koil is able to inform its magi of the victim's location. This ability was once jokingly referred to as "re-koil" by Korg, and that name is still sometimes used.


Korrit

Giant Korrit Korrit Pack Korrit
Large Aberration Small Aberration Tiny Aberration
Hit Dice: 9d8+36 (76 hp) 5d8+15 (37 hp) 2d8 +2 (11 hp)
Initiative: +0 +1 +2
Speed: 40 ft. 30 ft. 20 ft.
AC: 17 (-1 size, +8 natural) touch 9, flatfooted 17 16 (+1 size, +1 Dex, +4 natural) touch 12, flatfooted 15 16 (+2 size, +2 Dex, +2 natural) touch 14, flatfooted 14
Base Attack/Grapple: +6/+17 +3/+1 +1/-8
Attack: Bite +12 melee (2d6+10) Bite +6 melee (1d6+3) Bite +1 melee (1d4-2)
Full Attack: Bite +12 melee (2d6+10) Bite +6 melee (1d6+3) Bite +1 melee (1d4-2)
Face/Reach: 10 ft./10 ft. 5 ft./5 ft. 2 1/2 ft./0 ft.
Special Attacks: Improved Grab, Vampiric Bite Improved Grab
Special Qualities: darkvision 120 ft. darkvision 120 ft. darkvision 120 ft., Morale Spores
Saves: Fort +7 Refl +3 Will +7 Fort +4 Refl +2 Will +5 Fort +1 Refl +2 Will +3
Abilities: Str 24 Dex 11 Con 19 Int 7 Wis 13 Cha 15 Str 14 Dex 13 Con 17 Int 7 Wis 13 Cha 13 Str 6 Dex 14 Con 13 Int 7 Wis 11 Cha 12
Skills: Hide +1 Listen +6 Move Silently +5 Spot +6 Hide +9 Listen +5 Move Silently +5 Spot +5 Hide +13 Listen +2 Move Silently +5 Spot +1
Feats: Alertness, Improved Critical (Bite), Power Attack, Stealthy Alertness, Stealthy Stealthy
Region: Underneath Underneath Underneath
Organization: Solitary or Pack (2-5, plus other korrit types) Solitary or Pack (3-10) Pack (3-12)
Challenge Rating: 5 3 1
Control: 19 13 10
Striped Korrit Venomous Korrit
Medium Aberration Tiny Aberration
Hit Dice: 7d8+7 (38 hp) 3d8+3 (16 hp)
Initiative: +2 +2
Speed: 40 ft. 20 ft.
AC: 18 (+2 Dex, +6 natural) touch 12, flatfooted 16 16 (+2 size, +2 Dex, +2 natural) touch 14, flatfooted 14
Base Attack/Grapple: +5/+7 +2/-7
Attack: Bite +7 melee (1d6+2) Gore +3 melee (1d6-1 + poison)
Full Attack: Bite +7 melee (1d6+2), Slam +2 melee (1d4+1) Gore +3 melee (1d6-1 + poison), Bite -2 melee (1d4-1)
Face/Reach 5 ft./5 ft. 2 1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: darkvision 120 ft. darkvision 120 ft., Shadow
Saves: Fort +3 Refl +4 Will +7 Fort +2 Refl +3 Will +4
Abilities: Str 14 Dex 15 Con 13 Int 7 Wis 15 Cha 12 Str 8 Dex 14 Con 13 Int 7 Wis 13 Cha 8
Skills: Hide +6 Jump +8 Listen +6 Move Silently +6 Spot +6 Hide +13 Listen +3 Move Silently +6 Spot +2
Feats: Alertness, Combat Reflexes, Stealthy Stealthy, Ability Focus (Poison)
Region: Underneath or Weave Underneath
Organization: Solitary or Pack (3-10) Solitary
Challenge Rating: 4 2
Control: 16 Underneath +5, all other -5

Korrits are a family of mushroom-based dream creatures. They are fairly common in the Underneath, and are easily trained. Some of this is due to their high impressionability - korrits are quite willing to follow instructions. They are somewhat territorial though, and will quickly act to defend what they consider their territory. Unfortunately, this territory seems to change from day to day. Because of the ease in handling them, and their general tenacity, they are frequently used as guard-beasts in the Underneath.

Socially, the Korrits gather in packs, and have a form of pack awareness. Korrits of all types have an intuitive grasp of pack tactics, and packs usually include korrits of several types. Because they are not too intelligent, they frequently follow directions easily. They also will happily follow someone around, and friendly visitors to the Underneath who are not careful frequently find themselves leading a Korrit parade. They also use this behaviour when hunting something - a single korrit may decide to hunt something for nourishment, and others will quickly join in. Underneath magi have learned to use this to their advantage when engaged in duelling - by sending another creature ahead, the magi can get a number of Korrits to follow easily.

When the korrits manage to kill something they have been hunting, they will emit spores to attract other korrits nearby to share in the kill. The spores also serve to hasten the decomposition process of the prey. They chew their prey, deriving nutrients directly; what they do not immediately absorb, they regurgitate (they have no stomach). Then they will root in place, and absorb the remaining decomposing matter through their feet. While Korrits cannot use this on other Dream Creatures (at least in the Moonlands), other creatures do fall prey to them.

Korrits generally do not have any bioluminescence, unlike many of the other Underneath Dream Creatures. Korrits may dim their natural coloring, muting the bright colors, to better blend in with surrounding stone. Their feet have clawed toes that they can use to grip the hard stone floors of their home. Korrits communicate with each other by emitting spores of various flavors

Giant Korrit

This creature stands around nine feet tall, and is a bright orange color with spots. It resembles a very large mushroom, except for the pair of eyes and mouth with protruding teeth. It stands on three strong feet

Giant Korrits sometimes seem to act as 'alphas' for a korrit pack. It is normally pink like other korrits, but can turn itself bright orange as a warning or challenge. The coloring gets brighter when the korrit gets excited. The Giant Korrits will typically lead a pack of other korrits when attacking. They will generally take the brunt of the prey's attacks, and attack creatures with their dangerous bite. They will also cooperate with other dream creatures, flanking the target in tandem with other creatures.

Improved Grab (Ex): To use this ability, a giant korrit must hit an opponent with its bite. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. It has seized the opponent in its mouth, and may continue to do automatic bite damage every round.

Vampiric Bite (Su): Once every 1d4 rounds, the giant korrit may use a vampiric bite. In addition to the normal bite damage, the vampiric bite deals an additional 5d6 damage. The giant korrit gains half of the additional damage as hit points.

Advancement: The Giant Korrit increases to Huge size at 12HD.

Korrit

This creature stands 3 1/2 feet tall. It somewhat resembles a pink spotted mushrooms with spots, walking around on three strong legs. A pair of eyes is readily visible, and it also has an obvious mouth with protruding teeth.

When following a Giant Korrit, the Korrits will try to swarm around their prey, surrounding or flanking the target when possible, They have an intuitive knowledge of pack tactics, and will even cooperate with other creatures readily. Korrits will frequently bite and hold an opponent, allowing its allies the opportunity to strike against the foe.

Improved Grab (Ex): To use this ability, a korrit must hit an opponent with its bite. It can then start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold. It has seized the opponent in its mouth, and may continue to do automatic bite damage every round.

Advancement: 6HD: +2 Str, Increase to Medium Size, Bite damage increases to base 1d8+Str, gains Power Attack feat. 7HD: +2 Str, Vampiric Bite for 1d6. 8HD: +2 Str, Vampiric Bite for 3d6. 9HD: Becomes Giant Korrit.

Pack Korrit

Pack Korrits are the smallest of the korrits. They follow the rest of the pack, consuming any remaining material. They are actually one of the most important elements of a korrit pack, because of their nutritional spores. Because of their smaller size, pack korrits do not need to consume as much nutrients as their larger brethren, and they are able to store some of the extra nutrients.

Pack Korrits rarely take part in the pack hunts. They will frequently hide near a target creature, and boost other korrits which are attacking. If they need to, they will attack with their bite.

Morale Spores (Su): The pack korrit's spores which help break down prey also have an enhancing effect on the other korrits in the area - they contain extra nutrients. The pack korrit can release the spores, and other korrits in the area can quickly absorb it, resulting in a temporary energy boost. All other korrits in the area gain a +1 morale bonus on attacks and saves against fear. They also gain 1d8+2 temporary hit points. These spores also have a mild psychosomatic effect, heightening the aggressiveness of the other korrits. Pack Korrits may release the spores once every 1d4 rounds, but any korrit may only gain the benefit of one dose of morale spores. The effects last for 2 minutes.

Advancement: The Morale spores last for 1 minute/HD, and the bonus hit points also increase by 1hp/HD (to a maximum of +10). The morale spores effect is similar to an Aid spell (see the Player's Handbook).

Striped Korrit

The striped korrit is an odd korrit variant which primarily dwells within the Weave. They also are rarely found in the Underneath, and are still adapted to the subterranean environment. Like many creatures from the Weave, striped korrits are not very aggressive. They will not usually take part in pack hunts. However, they will defend a pack ardently.

Striped Korrits are more limber and agile than most korrits. They will quickly aid another korrit (or another of their magi's creatures), harrassing the opponent with both bite and kick.

Venomous Korrit

This creature resembles a mushroom, standing about 18 inches high. It stands on three feet, and has an obvious pair of eyes and mouth with protruding teeth. Its upper surface - its head - is covered by spikes.

The venomous korrit is another unusual variant of korrit found in the Underneath. Venomous korrits are, as their name suggests, poisonous. The venomous korrit is hostile to most creatures of the Underneath, and will attack them with the slightest provocation. They are occasionally welcomed into korrit packs, but never quite work well with the rest of the pack. Other korrits are wary around them; pack korrits are about the only creatures they will tolerate for any length of time.

The breath of a venomous korrit is foul, as are most of the spores it produces. While most korrits are good-natured, venomous korrits are filled with hostility and their spores echo their foul attitude.

Poison (Ex): The poison of a venomous korrit is delivered through its spines. The poison is strong, with a DC of 14 (Con-based save). Initial and secondary damage is 1d6 Str. Fungal creatures and oozes have a -4 racial penalty against this poison.

Light Sensitivity: The venomous korrit is not as comfortable as other korrits above ground. It does not suffer penalties to its attacks, but the venomous korrit must flush its skin with a natural pigment to prevent burning. This pigment, which in most korrits is used to dim the korrit's coloring, is also a component of the venomous korrit's poison. Therefore, in daylight, the venomous korrit's poison save is only DC 12, and the damage is 1d4 Strength.

Shadow (Ex): The venomous korrit ignores Core taint, and may serve a tainted master. It will even serve a true Core magi.


Korul

Korul
Large Magical Beast [Cold]
Hit Dice: 9d10+27 (76 hp)
Initiative: +0
Speed: 40 ft.
AC: 16 (-1 size, +7 natural) touch 9, flatfooted 16
Base Attack/Grapple: +9/+19
Attack: Gore +14 melee (2d6+9 + cold damage)
Full Attack: Gore +14 melee (2d6+9 + cold damage)
Face/Reach: 10 ft./5 ft.
Special Attacks: Icy Touch, Trample
Special Qualities: darkvision 60 ft., low-light vision, immunity to cold, vulnerability to fire
Saves: Fort +9 Refl +6 Will +4
Abilities: Str 22 Dex 11 Con 17 Int 8 Wis 13 Cha 8
Skills: Listen +9 Spot +9
Feats: Alertness, Endurance, Improved Bull Rush, Power Attack
Region: Nar
Organization: Solitary or Herd (3-18)
Challenge Rating: 6
Control: +0

This beast resembles a small woolly mammoth without a trunk. Its thick fur is pale, and it has two great tusks. Closer to its mouth, a second, smaller pair of tusks protrude from its fur.

Koruls roam in alpine forests, frigid steppes, and other harsh terrain of Nar. Their broad feet let them traverse the snow easily, and their thick coat keeps them unhindered by the harsh winds.

Koruls can be used as mounts; Naran magi who control a korul will sometimes ride on the beast's broad shoulders. Korul fur is also a favorite of Naran artificers, since it is both thick and surprisingly soft.

Icy Touch (Ex): The korul's tusks radiate an odd form of magical cold. This cold conducts along magical pathways in a fashion similar to electricity along metals. Any magic item within 5 feet of the korul's tusks will start freezing, dropping temperature rapidly. The effect is similar to a Chill Metal spell, but affects magic items rather than metal, doing up to 2d4 cold damage (see the spell description in the Player's Handbook).

If the Korul strikes an opponent with its tusks (its Gore attack), the target's magic items become incredibly cold. Each magic item that weighs greater than 1 pound (a dagger's weight) will cause 1d6 cold damage to the target. The damage from this effect is totalled for a particular creature for the purposes of Cold Resistance. Icy touch has no effect on any creature who carries no magical items.

Trample (Ex): As a full-round action, a korul can move up to twice its speed and literally run over Medium or smaller creatures. This attack does 2d6+9 damage. Trampled opponents can make attacks of opportunity against the korul at a -4 penalty. Those who do not make attacks of opportunity may attempt DC 20 reflex saves for half damage. The save is Strength-based.


Krawg

Krawg
Large Elemental [Fire]
Hit Dice: 10d8+20 (65 hp)
Initiative: +5
Speed: 40 ft.
AC: 16 (-1 size, +1 Dex, +6 natural) touch 10, flatfooted 15
Base Attack/Grapple: +7/+16
Attack: Slam +11 melee (2d6+5 + 1d8 fire)
Full Attack: 2 Slams +11 melee (2d6+5 + 1d8 fire)
Face/Reach: 10 ft./10 ft.
Special Attacks: Consume
Special Qualities: elemental traits, burning, immunity to fire, vulnerability to cold
Saves: Fort +5 Ref +10 Will +4
Abilities: Str 21 Dex 12 Con 15 Int 16 Wis 12 Cha 11
Skills: Balance +6 Intimidate +8 Jump +13 Knowledge (any one) +11 Knowledge (any second one) +7 Listen +11 Search +7 Sense Motive +9 Spot +15
Feats: Improved Grapple, Improved Initiative, Iron Will, Power Attack
Region: Cald
Organization: Solitary or gang (2-5)
Challenge Rating: 6
Control: +3

This creature resembles a 13' tall three-headed giant composed of magma. The creature's three heads have bright blue eyes.

The Krawg is a dangerous creature of Cald. It is a hungry creature, always seeking to devour other creatures. Krawgs are rarely used by magi because of the difficulty in controlling them; even a magi with experience with krawgs will usually choose another creature first. This is primarily because of the creatures tripartite mind. A krawg's three heads each have a mind of their own, but the three minds are also part of a collective mind. A magi who tries to control a krawg will usually get totally confused by the continuous flow of thoughts among the three minds; it takes great experience and willpower to maintain a reliable control of a krawg..

A krawg sometimes acts in a confused fashion, as each of its heads sometimes gets different ideas at the same time. Each of the heads processes information slightly differently, and this gives the creature a surprising insight to things at times. But the krawg's heads also seek to dominate each other at times, which leads to frequent internal disputes.

Burning (Ex): The krawg is continuously burning. Its physical attacks do an extra +1d8 fire damage. Any creature striking the krawg with natural weapons will also suffer this damage.

Devour (Ex): If a krawg successfully grapples a target, it may lift the creature to its heads if it has sufficient strength. The krawg will then attempt to devour the creature with each of its heads. The heads each may bite, attacking with a +6 to hit, and doing 1d6+2 damage (+1d8 fire damage).

The krawg is unusual in that it absorbs thoughts and memories from creatures as it devours them. When a krawg devours a creature (either by killing it, or in the case of another Dream Creature, reducing it to 0 hp), it automatically reads the surface thoughts of its victim (treat as a Detect Thoughts spell; see the Player's Handbook). In addition, each of the heads has a 25% chance to gain important information or ideas from the devoured creature. The gamemaster may select particular noteworthy bits of information that the creature possessed - for instance, knowledge about the creature's magi (if it was a controlled creature), home territory, or other particularly useful lore. The krawg may impart this knowledge to its controlling magi, if instructed to do so.


Krenkrajak

Krenkrajak
Medium Aberration [Cold]
Hit Dice: 6d8+6 (33 hp)
Initiative: +3
Speed: 30 ft. (50 ft. on ice)
AC: 19 (+3 Dex, +4 natural, +2 deflection) touch 15, flatfooted 16
Base Attack/Grapple: +4/+5
Attack: Claw +7 melee (1d4+1)
Full Attack: 2 Claws +7 melee (1d4+1), Bite +3 melee (1d6)
Face/Reach: 5 ft./10 ft. (claws)
Special Attacks: Arctic Freeze, Magic Freeze
Special Qualities: darkvision 60 ft., immunity to cold, vulnerability to fire
Saves: Fort +5 Refl +7 Will +7
Abilities: Str 13 Dex 17 Con 13 Int 12 Wis 14 Cha 10
Skills: Balance +7 Hide +6 Listen +7 Move Silently +9 Spot +11
Feats: Great Fortitude, Lightning Reflexes, Multiattack (B), Weapon Finesse (Claws)
Region: Nar
Organization: Solitary
Challenge Rating: 3
Control: 16

One of the more bizarre creatures of Nar, the Krenkrajak seems to be a set of separate parts which compose one creature. Each claw and the head are not physically attached to the lower body base. The creature can extend its claws up to 10 feet away from the krenkrajak's base, while the head typically remains at a height of about 4-5 feet above its base, and up to 5 feet away. The krenkrajak can multitask - each claw can attack a different target, while its head can bite a third target or maintain concentration on one of its Freezing abilities.

The krenkrajak's legs each come to a sharp point. The krenkrajak uses the points of its feet to gain traction in ice and packed snow. It can also use its pointed feet like skates, sliding along ice sheets. The krenkrajak's movement is 50 ft. on ice.

The krenkrajak lives in the coldest reaches of the arctic. It prefers to live near frozen lakes or ice sheets, where it can use its superior speed on the ice. It is light enough that it can skate on ice no more than two inches thick. They don't create or maintain any real shelter, but instead roam the icy plains.

Krenkrajaks do not exhibit any normal predatory behavior; it is thought they actually gain sustenance from the magical energy they suppress with their Magic Freeze. Because they are willing to use their abilities on behalf of Naran magi, krenkrajaks are frequently sought out as companions. They are a little touchy, and even the most patient of Narans sometimes has to endure their contrariness.

Arctic Freeze (Su): A krenkrajak can create a 10 ft. diameter sphere of cold energy on a particular target. The target takes 1d6 cold damage every round; spellcasters attempting to cast spells must make standard Concentration checks to be able to cast their spells (treat this as continuing damage).

Magic Freeze (Su): The krenkrajak can also create a 10 ft. diameter sphere where magical energies are slowed on a particular target. This sphere is a partial anti-magic effect, hampering the target's ability to cast spells, or use spell-like or supernatural abilities. Any creature wishing to cast a spell, or use a spell-like ability or supernatural ability must take an extra move action to harness the magical energy, as the flow of magical energy is slowed. A caster level check (d20 + caster level, or d20 + creature's hit dice for supernatural effects) against a DC of 16 negates this effect for each spell, spell-like ability or supernatural ability. Magical items and relics are not affected. Despite the name, the Magic Freeze is not a cold effect, and will affect Cold creatures. Krenkrajaks are immune to this effect.

The krenkrajak has a range of 140 ft. for either of its special attacks. To affect a target with either attack, the krenkrajak must succeed in a ranged touch attack. The sphere of the effect moves with the target as long as the krenkrajak maintains concentration. The krenkrajak cannot maintain both effects at the same time.

Advancement: The range of the krenkrajak's special attacks increases by 10 ft./Hit Dice. The DC of the caster level check increases by 1 for each additional hit die.


K'teeb

K'teeb K'teeb Cub K'teeb Thumper
Medium Magical Beast Tiny Magical Beast [Immature] Medium Magical Beast
Hit Dice: 10d10+20 (75 hp) 5d10+5 (32 hp) 7d10+7 (45 hp)
Initiative: +2 +2 +3
Speed: 30 ft. 20 ft. 30 ft., Climb 10 ft.
AC: 20 (+2 Dex, +8 natural) touch 12, flatfooted 18 17 (+2 size, +2 Dex, +3 natural) touch 14, flatfooted 15 18 (+3 Dex, +5 natural) touch 13, flatfooted 15
Base Attack/Grapple: +10/+12 +5/+3 +7/+9
Attack: Claw +12 melee (1d6+2) Claw +3 melee (1d3-2) Claw +9 melee (1d6+2)
Full Attack: 2 Claws +12 melee (1d6+2), Bite +7 melee (1d4+1) 2 Claws +3 melee (1d3-2) 2 Claws +9 melee (1d6+2), Bite +4 melee (1d4+1)
Face/Reach: 5 ft./5 ft. 2 1/2 ft./0 ft. 5 ft./5 ft.
Special Attacks: Depower Depower Dreamthump
Special Qualities: Dreamwarp, darkvision 60 ft., low-light vision, metamagic, dreamcross Dreamwarp, darkvision 60 ft., low-light vision, metamagic Dreamwarp, darkvision 60 ft., low-light vision
Saves: Fort +9 Refl +9 Will +4 Fort +5 Refl +6 Will +1 Fort +6 Refl +8 Will +3
Abilities: Str 15 Dex 15 Con 14 Int 14 Wis 12 Cha 13 Str 7 Dex 15 Con 12 Int 14 Wis 10 Cha 13 Str 15 Dex 17 Con 12 Int 14 Wis 12 Cha 13
Skills: Balance +6 Climb +10 Hide +8 Jump +9 Listen +9 Move Silently +8 Spellcraft +7 Spot +9 Balance +5 Climb +3 Hide +14 Jump +2 Listen +6 Move Silently +6 Spellcraft +4 Spot +6 Balance +6 Climb +13 Hide +9 Jump +8 Listen +7 Move Silently +9 Spellcraft +6 Spot +7
Feats: Dodge, Magic Sense, Mobility, Spring Attack Dodge, Magic Sense Dodge, Magic Sense, Mobility
Region: Naroom or Paradwyn Naroom or Paradwyn Naroom or Paradwyn
Organization: Solitary or Family (2 + 1-4 cubs) Solitary or Family (2 adults + 1-4 cubs) Solitary or gang (2-8)
Challenge Rating: 6 3 4
Control: +0 +0 +0

K'teebs are a family of creatures with unusual metamagic abilities. They are able to metamagically enhance or degrade the supernatural abilities of other creatures. Therefore, k'teebs are frequently sought out by magi, and they work well with magi and other creatures.

Physically, a k'teeb resembles a cross beween a boar and an ape, with their limbs ending in a single sharp clawed hoof. They are fairly limber creatures, and are more intelligent than they initially appear. K'teebs are at home both on the ground and in the trees.

Dreamwarp (Su): In addition to their other abilities, the K'teebs of all varieties have the ability to Dreamwarp themselves.

The range of all k'teeb metamagical abilities is 100 feet + 10 feet/hit dice. An affected creature that wanders beyond this range may still be affected, but the k'teeb could not target the creature again.

K'Teeb

Dreamcross (Su): The k'teeb has the unusual ability to mimic another Dream Creature's supernatural ability. The k'teeb using Dreamcross must be able to observe the creature it is dreamcrossing. When the k'teeb manifests the Dreamcross ability, it will be surrounded by a ghostly outline of the other creature. The k'teeb is able to use one supernatural ability of the selected creature. The saving throws for the supernatural ability are based upon the k'teeb's ability scores rather than the original creature - a Con-based save is DC 17, while a Charisma-based save is DC 16. If the other creature goes beyond the range of the k'teeb, it may no longer use the ability of the creature.

Empower (Su): The k'teeb is able to use the Empower feat on another creature's supernatural abilities. A k'teeb may select a single supernatural ability possessed by another creature. The next time the creature uses that ability, all variable numeric effects are increased by 50%. This can increase the damage of an ability, increase the amount healed, affects half again as many targets, etc. Saving throws, opposed rolls and non-random variables are not affected. The k'teeb may use this ability once every 1d4 rounds; if the affected creature has not used the ability when the k'teeb selects a different target (or supernatural ability), the empowering effect is lost. Empowering does not affect how frequently a supernatural ability may be used.

Depower (Su): The k'teeb may also use a reverse effect of the Empower feat on a creature, lowering all variable numeric effects of a supernatural creature by 50%. The creature targetted by this effect is allowed a Will save (DC 16, Cha-based save) to avoid the effects. The depowering effect only works on the creature's next use of the chosen power. The k'teeb may use this ability once every 1d4 rounds, and a k'teeb may only depower one supernatural ability at a time. Depower does not affect how frequently a supernatural ability may be used.

K'teeb Cub

The k'teeb cub is the immature form of the k'teeb. They generally stay close to their parents, but have been known to wander off at inopportune times. Since they are able to Empower and Depower (not to mention Dreamwarp), they are sometimes befriended by lower-level magi.

Empower (Su): The k'teeb cub shares its parent's ability to Empower other creatures' supernatural abilities. The k'teeb cub only boosts variable numeric effects by 25%

Depower (Su): The K'teeb cub shares its parent's ability to Depower other creatures' supernatural abilities. The save DC is 13. The k'teeb cub only reduces variable numeric effects by 25%.

Advancement: As the k'teeb cub grows, its Empower and Depower abilities increase by 5% per each hit die it gains, to a maximum of 50% at 10HD (when it is fully mature). A k'teeb cub gains the Dreamcross ability only when it reaches maturity (10HD), but it may experiment with manifesting the power as early as 7HD (usually simply manifesting the ghostly outline, with no other effect).

K'Teeb Thumper

The k'teeb thumper is a k'teeb variant which is slightly smaller, but more agile, than the k'teeb. It prefers to stay in the trees, and will leap upon a threat from above. They socialize in groups more than other k'teebs. All k'teeb thumpers in a group help to watch over the cubs, so encountering immature k'teeb thumpers is unlikely.

Dreamthump (Su): The k'teeb thumper may create a metamagic effect on a particular creature by metamagically modifying a particular supernatural ability. This effect will cause feedback the next time the Supernatural ability is used. The ability functions as normal, but the creature suffers a feedback of metamagical force immediately for 6d6 damage (DC 14 Fortitude Save half, Cha-based save). The dreamthump is a force effect, and the k'teeb thumper may have only one trigger active at any time. It may use its ability once every 1d4 rounds, either selecting a new target or maintaining its current target.

A creature able to sense magic cannot detect a dreamthump trigger, as it is a metamagical modification to the supernatural ability itself, rather than a separate magical effect. A skilled Knowledge: Arcana check (DC20) coupled with a magical sense would be able to determine that a supernatural ability has been metamagically altered.


Kwup

Kwup
Small Magical Beast
Hit Dice: 6d10 (33 hp)
Initiative: +2
Speed: 40 ft.
AC: 16 (+1 size, +2 Dex, +3 natural) touch 13, flatfooted 14
Base Attack/Grapple: +6/+1
Attacks: Claw +9 melee (1d4-1)
Full Attack: 2 Claws +9 melee (1d4-1), Bite +1 melee (1d4-1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Fear, Improved Grab, Pounce, Rake
Special Qualities: Scent, darkvision 60 ft., low-light vision
Saves: Fort +5 Refl +7 Will +4
Abilities: Str 8 Dex 15 Con 10 Int 11 Wis 14 Cha 13
Skills: Hide +13 Jump +10 Listen +7 Move Silently +9 Spot +7 Survival +5
Feats: Alertness, Dodge, Track (B), Weapon Finesse (claws)
Region: Paradwyn
Organization: Solitary or pack (3-10)
Challenge Rating: 4
Control: +0

Kwups are small feline creatures of Paradwyn which initially look rather innocuous. They prowl among the dense brush of the jungle, stalking and striking at prey. Kwups will use their fear ability on prey, either scaring it in a particular direction and cornering it. They will sometimes work with other jungle stalkers, scaring larger prey in the direction of khisps or other stronger creatures.

Skills: Kwups have a +4 racial bonus to Hide, Move Silently, and Jump checks.

Improved Grab (Ex): To use this ability, the kwup 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 kwup charges or leaps upon a foe during the first round of combat, it can make a full attack, including two rake attacks.

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

Fear (Su): A kwup can cause fear in a single target with its gaze. An affected creature is either frightened or shaken for 6 rounds, depending on the kwup's preference. Usually the kwup tries to corner its prey, and a solitary kwup may repeatedly strike with its fear gaze until it has forced its prey into an ambush.

Creatures which have been affected by the Stalking Scent suffer a -4 circumstance bonus to their saving throws against the Fear. Furthermore, the duration is tripled, as the fear effect stimulates the part of the mind which is also made susceptible to the hallucinatory effect of the Stalking Scent. This enhancement of the fear effect happens even if the victim is not affected by the hallucinatory effect of the Stalking Scent.


Kyroll

Kyroll
Large Giant [Cold]
Hit Dice: 12d8+72 (126 hp)
Initiative: +0
Speed: 40 ft.
AC: 20 (-1 size, +1 Dex, +10 natural) touch 10, flatfooted 19
Base Attack/Grapple: +9/+23
Attack: Hammer +18 melee (2d6+10) or Slam +18 melee (1d6+10)
Full Attack: Hammer +18/+13 melee (2d6+10) or 2 Slams +18 melee (1d6+10)
Face/Reach: 10 ft./10 ft.
Special Attacks: Freezing Smash
Special Qualities: immunity to cold, vulnerability to fire
Saves: Fort +14 Refl +5 Will +5
Abilities: Str 31 Dex 13 Con 23 Int 6 Wis 13 Cha 11
Skills: Balance +4 Intimidate +3 Listen +4 Spot +4 Swim +13
Feats: Awesome Blow, Cleave, Improved Bull Rush, Improved Sunder, Power Attack
Region: Nar
Organization: Solitary or gang (2-5)
Challenge Rating: 8
Control: +2

This giant-like creature stands about 15 feet tall, and is mostly covered in white fur. Its face, hands and feet are covered in a shorter, dark blue-gray fur, and it has a bestial countenance. It carries a huge hammer made of wood, and its muscles ripple beneath its fur.

Kyrolls are huge surly brutes which are rarely seen even in Nar. They tend to be somewhat anti-social, and do not like visitors. They are quick to brandish their massive hammers, and threaten unwanted company.

Each of them wields a massive hammer, which appears to be made from wood. In fact, the hammer is composed of dream energy just like the kyroll. Kyrolls always appear with their hammer, and it returns to the dream plane when they do. Kyrolls sometimes talk to their hammer as if it were a companion, though most Narans regard the kyroll's treatment of their hammer as a humorous delusion.

Kyrolls are physically powerful creatures. They are strong enough to wade through deep snow, leaving a deep trench behind them. Narans sometimes use kyroll trails to travel, as the channels the kyrolls create are sheltered from winds. Kyrolls also like the frigid waters, and sometimes swim in deep water when they get a chance. Kyrolls are also unusually nimble for a creature of their size, and their balance is excellent. A kyroll can balance easily on even a small chunk of drifting ice without falling, and they are even sometimes seen drifting along the shoreline on a chunk of ice which seems much too small for their size.

Skills: Kyrolls have a +8 racial bonus on Balance checks while on snow and ice,

Freezing Smash (Su): Once every 1d4 rounds, the kyroll can invoke a frigid chill around its hammer. Anyone struck by the hammer will suffer an additional 3d6 cold damage. This chill lasts until the end of the round. The kyroll can attack with its hammer during the round it invokes this ability. Kyrolls cannot use this ability if the temperature is above freezing. A kyroll will frequently use this ability in conjunction with its Awesome Attack feat.