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Lahalou

Lahalou Scarletsong Lahalou
Diminuative Magical Beast Diminuative Magical Beast
Hit Dice: 2d10 (11 hp) 2d10 (11 hp)
Initiative: +4 +4
Speed: 10 ft., Fly 40 ft. (average) 10 ft., Fly 40 ft. (average)
AC: 18 (+4 size, +4 Dex) touch 18, flatfooted 14 18 (+4 size, +4 Dex) touch 18, flatfooted 14
Base Attack/Grapple: +2/-15 +2/-15
Attack: Claws +10 melee (1d2-5) Claws +10 melee (1d2-5)
Full Attack: Claws +10 melee (1d2-5) Claws +10 melee (1d2-5)
Face/Reach: 1 ft./0 ft. 1 ft./0 ft.
Special Attacks:
Special Qualities: Dreamwarp, Grow, darkvision 60 ft., low-light vision , Screech, Scarletsong, darkvision 60 ft., low-light vision
Saves: Fort +3 Refl +7 Will +2 Fort +3 Refl +7 Will +2
Abilities: Str 1 Dex 19 Con 10 Int 6 Wis 14 Cha 12 Str 1 Dex 19 Con 10 Int 6 Wis 14 Cha 12
Skills: Listen +4 Spot +5 Listen +6 Spot +7
Feats: Weapon Finesse Alertness (B), Weapon Finesse
Region: Paradwyn Paradwyn
Organization: Solitary, mated pair, or brace (3-24) Solitary, mated pair, or brace (3-24)
Challenge Rating: 2 2
Control: -2 +0

Lahalous are small birds native to the jungles of Paradwyn. They have very small wings, seemingly too small for their size.

Lahalou

Grow (Su): The lahalou may enlarge itself at will. The lahalou gains a +2 size bonus to Strength, a -2 size penalty to Dexterity, and a -2 penalty to both its attack rolls and AC because of its increased size. If the lahalou grows and Dreamwarps itself larger, the benefits stack, giving the lahalou a total of a +4 size bonus to Strength, a -4 size penalty to Dexterity, and -3 on its attack rolls and AC. At Small size, it can attack with each claw separately.

Dreamwarp (Su): The lahalou has the ability to Dreamwarp itself. Magi summoning an individual lahalou may dreamwarp it as it is being summoned.

Scarletsong Lahalou

Scarletsong (Ex): The scarletsong lahalou may take part in the scarletsong, contributing their own melody to the whole. When the scarletsong lahalou sings, all allied creatures within 60 feet gain a +4 enhancement bonus to Spot and Listen checks, as they become more alert. The scarletsong lahalou may select which creatures receive the bonus.

Screech (Su): The scarletsong lahalou can let out a loud screech at will. This screech can be heard for incredible distances; a single scarletsong lahalou's screech can be heard up to a mile away. They generally only screech when frightened or alarmed by something unusual. Frequently other scarletsong lahalous will echo the screech, but with a slightly different pitch. Those who are familiar with the scarletsong lahalou can use these screeches to pinpoint the location of the original screech. Identifying the location of the original screech requires a Listen check at a DC 20; Knowledge: Paradwyn gives a +2 synergy to this check.


Lascinth

Crystal Lascinth Lascinth Seaweed Lascinth
Medium Plant Medium Plant Medium Plant
Hit Dice: 10d8+30 (75 hp) 9d8+18 (58 hp) 9d8+27 (67 hp)
Initiative: +8 +9 +8
Speed: 30 ft. 40 ft. 20 ft., Swim 30 ft.
AC: 20 (+4 Dex, +6 natural) touch 14, flatfooted 16 20 (+5 Dex, +5 natural) touch 15, flatfooted 15 17 (+4 Dex, +3 natural) touch 14, flatfooted 13
Base Attack/Grapple: +7/+10 +6/+8 +6/+7
Attack: Bite +11 melee (2d6+4) Bite +11 melee (2d6+3) Bite +10 melee (1d8+1)
Full Attack: Bite +11 melee (2d6+4) Bite +11 melee (2d6+3) Bite +10 melee (1d8+1)
Face/Reach: 5 ft./10 ft.* 5 ft./10 ft. 5 ft./10 ft.
Special Attacks: Spines Improved Grab
Special Qualities: plant traits, Core Immunity plant traits, Weave plant traits, Weave
Saves: Fort +10 Refl +9 Will +5 Fort +8 Refl +10 Will +5 Fort +9 Refl +9 Will +5
Abilities: Str 16 Dex 19 Con 17 Int 10 Wis 14 Cha 12 Str 14 Dex 21 Con 15 Int 8 Wis 14 Cha 11 Str 13 Dex 19 Con 17 Int 10 Wis 14 Cha 11
Skills: Escape Artist +16 Hide +8 Listen +8 Move Silently +8 Search +4 Sense Motive +4 Spot +8 Escape Artist +17 Hide +9 Spot +10 Escape Artist +16 Hide +12 Move Silently +8 Spot +12 Swim +11
Feats: Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse (Bite) Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse (Bite) Combat Reflexes, Improved Initiative, Lightning Reflexes, Weapon Finesse (Bite)
Region: Underneath Weave Weave or Orothe
Organization: Solitary or group (2-5) Solitary or group (2-5) Solitary or group (2-5)
Challenge Rating: 6 5 5
Control: +1 +1 +1

Lascinths are renowned for their quickness and reflexes, and a striking lascinth can snap insects out of the air. They strike like snakes, but instead of biting, the damage they inflict is primarily from their sharp tongue. Their tongue is actually one of the ribbon-like strands which compose their body, and it spears the target as the lascinth strikes.

Lascinths are composed of a number of long ribbon-like strands, coiled into a snake-like shape. The ribbon-like strands are not normally rooted in the ground, though many lascinths weave themselves into the surrounding vegetation or soil.

Skills: Because of their ability to coil and uncoil their ribbon-like bodies, all lascinths have a +12 racial bonus to all Escape Artist checks. They also have a +4 racial bonus to Hide checks while in their native terrain.

Crystal Lascinth

The most unusual of the lascinths, the crystal lascinth appears to be made of a crystalline material. The creature's body glistens and shines in the dim subterranean light, and the creature is partially translucent. The crystal lascinth is infused with Cleansing energy, and it is justly feared by many Core magi.

Spines (Ex): The crystal lascinth has a small number of spines growing from its body. The crystal lascinth is able to shoot these spines, one at a time, at opponents. The spines inflict 2d6 piercing damage + 2d6 cleansing damage (which only affects Core creatures).

Lascinth

The lascinth is the fastest of its family. It is also the fiercest, quick to strike any enemies. Lascinths will often be the first creature to respond to a threat against the Weave, and they will strike at any perceived threat - whether or not the threat is real.

Lascinths usually befriend magi who appreciate their speed or stealth; they usually don't work well with the normal Weaver pacifism.

Weave (Ex): Lascinths are connected to the empathic Weave.

Seaweed Lascinth

Seaweed lascinths are a variety of lascinth which dwells primarily underwater. In the Weave, they are usually found in or near pools or lakes. Unlike the other lascinths, the seaweed lascinth has an actual mouth which it can use to grab prey. Their bite does regular bite damage - the seaweed lascinth's tongue isn't strong or sharp enough to do any real damage.

The seaweed lascinth will frequently strike at smaller creatures, and try to pull them into the water.

Skills (Ex): A seaweed lascinth 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.

Improved Grab (Ex): To use this ability, a seaweed lascinth must hit an opponent with a bite 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 pull the opponent into its space.

Weave (Ex): Seaweed Lascinths are connected to the empathic Weave. Seaweed lascinths can also project information to nearby aquatic creatures.


Looph

Looph
Small Fey
Hit Dice: 4d6+4 (18 hp)
Initiative: +2
Speed: 20 ft.
AC: 16 (+1 size, +2 Dex, +3 natural) touch 13, flatfooted 14
Base Attack/Grapple: +2/-1
Attack: Slam +5 melee (1d4+1)
Full Attack: Slam +5 melee (1d4+1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Fort +2 Refl +6 Will +4
Special Qualities: low-light vision, immune to diseases and parasites, speak with plants
Saves: Fort +2 Refl +5 Will +3
Abilities: Str 12 Dex 15 Con 13 Int 11 Wis 10 Cha 11
Skills: Bluff +4 Hide +10 Knowledge (Nature) +4 Listen +4 Move Silently +6 Search +5 Sense Motive +4 Spot +4 Survival +4 Tumble +7
Feats: Dodge, Weapon Finesse
Region: Bograth
Organization: Solitary or Gang (2-8)
Challenge Rating: 2
Control: +1

The looph is a small creature native to the swamps of Bograth. It is a pugnacious little creature, willing to jump into a fray even against much larger creatures. It has a confusing frame of mind, coming up with bizarre ideas which seem totally out of character for most of the common Bograthian creatures. Many Bograthians consider the small creature to be a little insane.

Loophs have something of a martyr complex. While most Bograthian creatures are stealthy and somewhat timid, loophs are instead overconfident. A single looph is fully aware it cannot defeat a mist hyren, but it may still try to interpose and attack the hyren anyway. To the looph, its sacrifice means that its allies can use the time to regroup. Furthermore, loophs sometimes are found near the border of Bograth, where they watch for creatures and magi from other regions. A gang of loophs will sometimes challenge strangers, hoping that any allies will observe and reinforce them (or have time to retreat, if the force is strong). Some loophs even remark that they are the true Keepers of Bograth - a sentiment which does little to endear them to certain magi.

Not all of the loophs antics are related to bravery or foolhardiness. They can speak with plants at will, and sometimes have a peculiar idea from some of their conversations with the flora of Bograth. Some wander into Paradwyn or the Weave to "get a fresh perspective", and these loophs are even more bizarre than their fellows.

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

Speak With Plants (Ex): This is identical to the spell of the same name in the Player's Handbook. The looph may speak with plants at will.


Lovian

Lovian
Medium Elemental [Air]
Hit Dice: 6d8+6 (33 hp)
Initiative: +6
Speed: Fly 60 ft. (perfect)
AC: 16 (+2 Dex, +4 natural) touch 12, flatfooted 14
Base Attack/Grapple: +4/+7
Attack: Slam +7 melee (2d6+3)
Full Attack: Slam +7 melee (2d6+3)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: elemental traits, Spell Resistance 20, Electrical Resistance 15, gaseous body
Saves: Fort +3 Refl +7 Will +4
Abilities: Str 16 Dex 15 Con 13 Int 11 Wis 14 Cha 10
Skills: Listen +8 Move Silently +5 Spot +11
Feats: Flyby Attack, Improved Initiative, Power Attack
Region: Arderial
Organization: Solitary
Challenge Rating: 4
Control: +2

Lovians are cloud-like creatures that roam the skies. They are remowned for their resistance to magical spells. Only spells which are able to deal with the winds affect them; they do not get spell resistance against such spells. They are still vulnerable to physical attacks, but prefer to strike and fly away, avoiding the attacks of other creatures.

Lovians sometimes lurk in thick clouds. They particularly enjoy hiding within the clouds around sunset or sunrise, or within fog banks near the ground.

Lovians attack with its huge aerial fists, which are capable of doing quite a bit of damage. Furthermore, they are not always very tractable, and more than one Arderial magi has found lovians to be hard to control. A willful lovian will test its summoning magi's will, trying to assert its own path. It will not disobey its magi directly, but will certainly act in a willful fashion, and do as it pleases unless commanded otherwise. However, the lovian is actually also quite faithful, and it will never abandon its magi in the middle of a fight. Lovians simply seem to like testing their magi.

Gaseous Body (Ex): The lovian is primarily composed of gas. It may automatically succeed any Escape Artist check, and may force itself through non-airtight openings. If flowing through a non-airtight barrier (e.g., around/through a door), it moves at half speed. It is susceptible to spells which affect gas and winds, and does not get Spell Resistance against such spells.

Advancement: The lovian's spell resistance increases by 1 for every 2HD it gains. It increases to Large size at 9HD, and can use both arms to Slam.