Magi-Nation: Creatures - M

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


Magor

Magor
Large Plant
Hit Dice: 11d8+33 (82 hp)
Initiative: +0
Speed: 20 ft.
AC: 21 (-1 size, +12 natural) touch 9, flatfooted 21
Base Attack/Grapple: +8/+18
Attack: Bite +13 melee (2d6+6)
Full Attack: 2 Bites +13 melee (2d6+6)
Face/Reach: 10 ft./10 ft.
Special Attack: Core-warp
Special Qualities: Dreamwarp, Core Immunity, plant traits
Saves: Fort +10 Refl +3 Will +5
Abilities: Str 22 Dex 11 Con 17 Int 12 Wis 14 Cha 16
Skills: Escape Artist +6 Hide +2* Listen +12 Move Silently +6* Sense Motive +8 Spot +14
Feats: Alertness, Improved Overrun, Magic Sense, Power Attack
Region: Paradwyn
Organization: Solitary
Challenge Rating: 6
Control: -1

This creature resembles a plant with two beak-like mouths supported on strong fibrous stalks. It walks on a number of leafy feet close to the ground, hidden under a leafy skirt.

The magor is one of the various Dream Creatures which defend the regions against the predations of the Core. They typically remain stationary, blending in with the other flora of the jungle. They can walk by extending their leaf-like feet. Their legs are actually quite long and strong, resembling thick vines. The vines are normally concealed under the leafy skirt, but the magor can use them to pin smaller creatures.

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

Core-Warp (Su): The magor can perceive the core energy used to summon Core creatures or when a Core creature magines itself into the physical world. The magor can control the balance of the purifying energy in the Core creature as it appears, either increasing or decreasing the ambient energy that is used by the core creature. This has the functional effect of Dreamwarping the Core creature as it appears in the physical world. The magor may dreamwarp the core creature to any size, and the effects of the Dreamwarp are cumulative. However, unlike normal dreamwarping, the core creature's scores may go below 1, resulting in a bloated monstrousity that cannot move itself, or a miniscule insignificant creature that is easily squashed. Furthermore, the core-warped creature gains no bonuses to its base scores from being dreamwarped, but the penalties still apply.

A magi summoning a core creature within 60 feet of a magor who uses this ability will spend additional (or decreased) energy according to the normal Dreamwarping (+4 energy per size increase, or -2 energy for size decrease). If the magi cannot spend the extra energy, the magi must make a Will save (DC 18, Con-based save), or the magor will begin pulling energy from their energy reserve. If they succeed in the saving throw, or do not have enough dream energy to pay for the creature's increased size, the creature can only be warped as far as the available energy would allow.

The magor can use the Support ability in place of an Attack of Opportunity, whenever it perceives a Core creature being summoned or magining itself within 60 feet.

Skills: The magor has a +8 racial bonus to Hide and Move Silently while in the jungle.


Makoor

Makoor
Tiny Aberration
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 20 ft., Climb 10 ft.
AC: 15 (+2 size, +1 Dex, +2 natural) touch 13, flatfooted 14
Base Attack/Grapple: +1/-10
Attack: Claw +0 melee (1d3-3)
Full Attack: 2 Claws +0 melee (1d3-3)
Face/Reach: 2.5 ft./0 ft.
Special Attack: Onslaught
Special Qualities: darkvision 60 ft., immune to disease and parasites
Saves: Fort +1 Refl +1 Will +4
Abilities: Str 4 Dex 12 Con 13 Int 7 Wis 12 Cha 5
Skills: Climb +6 Hide +12 Listen +2 Move Silently +4 Spot +2
Feats: Stealthy (B)
Region: Bograth
Organization: Solitary
Challenge Rating: 1
Control: +2

This creature resembles a moss-covered ball with eyes. Four flexible clawed limbs support it. On the top of the creature, two chimney-like vents exude a pungent gas.

The mossy-furred makoor appears to be a minor creature, just another member of the hordes of Bograthian creatures one might find in the fetid swamps. However, the makoor is an oddity even in Bograth. It is a solitary creature, very skittish and timid. It is not frequently found with other Bograthian creatures. Wild Bograthian creatures will give the makoor a wide berth. Even the Bograthian magi frequently overlook the makoor in favor of the swarms of vards or ainjers. But the makoor is definitely a force to be reckoned with in a magi's arsenal.

The makoor cannot support its own weight for long periods with less than three of its limbs. However, each limb is fully dextrous, and the makoor may use any of them to manipulate objects, support itself, or attack. It can use up to 2 to attack each round.

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

Onslaught (Su): The makoor has the ability to absorb all the dream energy used to animate friendly Bograthian creatures, and release it in a trememdous explosion. This will return the makoor and all friendly Bograthian creatures to the dream plane. However, the effects on the surrounding area are severe. The friendly Bograthian creatures must be within 30' of the makoor, and they must be willing to provide their energy to the makoor.

When a makoor starts an Onslaught attack, it begins to hum and glow with energy. The energy builds, with the sound and light growing quickly to high levels. After one first round, the friendly Bograthian creatures are returned to the Dream Plane. The makoor at this point will be glowing brightly enough that creatures must avert their eyes or be blinded; verbal communication is impossible within 60 feet of the makoor. The makoor may take no other actions during this time.

After the following round, the makoor explodes, blasting outwards 30 feet, covering a 120 degree arc in front of the makoor. All creatures in the area of effect take 2d6 damage for each Bograthian creature which gave its energy to the makoor (Fortitude save for half at DC 12 +1 per creature donating energy to the makoor; the save is Con-based).


Megathan

Megathan
Gargantuan Dragon
Hit Dice: 12d12+84 (162 hp)
Initiative: -1
Speed: 20 ft., Swim 60 ft.
AC: 23 (-4 size, -1 Dex, +18 natural) touch 5, flatfooted 24
Base Attack/Grapple: +12/+34
Attack: Bite +18 melee (2d8+15)
Full Attack: Bite +18 melee (2d8+15)
Face/Reach: 20 ft./15 ft.
Special Attack: Improved Grab, Swallow Whole, Tide, Tempest
Special Qualities: darkvision 60 ft., immune to sleep effects and paralysis effects, low-light vision, Fast Healing 5
Saves: Fort +15 Refl +7 Will +10
Abilities: Str 31 Dex 8 Con 25 Int 11 Wis 14 Cha 14
Skills: Bluff +7 Intimidate +12 Knowledge (Nature) +8 Listen +17 Move Silently +7 Search +7 Sense Motive +12 Spot +12 Survival +9 Swim +28
Feats: Cleave, Great Cleave, Improved Bull Rush, Power Attack, Snatch
Region: Orothe
Organization: Solitary or mated pair
Challenge Rating: 8
Control: +2

This immense creature has a draconic head, complete with dorsal crest. Its forelimbs resemble a plesiosaur. Its back half resembles a lobster. It is turquoise in color.

The megathan is one of the largest creatures of the Moonlands. Even young megathan are 35-40' long, and grow to many times that size. Orothean magi typically spend time imprinting and working with a young megathan; this creates a stronger bond, and teaches them to avoid accidentally crushing buildings in the undersea cities.

Megathans have a very efficient digestive system. They are able to quickly digest prey (absorbing the dream energy of dream creatures), and metabolize it as necessary. Their Fast Healing rises to 15 if they have fed on a creature of at least medium size within the past hour.

The megathan usually stays in the deepest reaches of the ocean. However, they have rarely been known to emerge onto land, usually under the direction of a magi. Megathans are still very dangerous on land.

Improved Grab (Ex): To use this ability, the megathan 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 attempt to swallow the foe the following round.

Swallow Whole (Ex): A megathan may attempt to swallow a grabbed opponent of smaller size than itself by making a successful grapple check. Once inside, the opponent takes 2d8+15 points of crushing damage plus 2d6 points of acid damage from the megathan's digestive system. A swallowed creature can cut its way out by using a light slashing or piercing weapon to deal 25 points of damage to the megathan's interior, or try to escape by winning a grapple check (which returns the creature to the megathan's mouth, where it may be bitten or swallowed again). Any hole created by an exiting creature is quickly sealed by the megathan's Fast Healing.

Tide (Su): The megathan can

Tempest (Su): Three times per day, the megathan may create a swirling tempest around itself.

Skills: A megathan 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.

Advancement: The statistics above are for a young adult megathan. Megathans continue to grow as they age, gaining about 3 feet of length for every hit dice. A megathan grows to Colossal size at 21HD.


Minani

Lurking Minani
Small Magical Beast
Hit Dice: 3d10+3 (19 hp)
Initiative: +3
Speed: 20 ft., Climb 20 ft.
AC: 17 (+1 size, +3 Dex, +3 natural) touch 14, flatfooted 14
Base Attack/Grapple: +3/-2
Attack: Bite +3 melee (1d4-1)
Full Attack: Bite +3 melee (1d4-1)
Face/Reach: 5 ft./5 ft.
Special Attack: Poison
Special Qualities: Scent, darkvision 60 ft., low-light vision, Shadow
Saves: Fort +4 Refl +6 Will +3
Abilities: Str 8 Dex 17 Con 12 Int 8 Wis 14 Cha 11
Skills: Balance +12 Climb +11 Hide +14 Listen +7 Move Silently +7 Spot +7
Feats: Ability Focus (Poison), Stealthy
Region: Paradwyn
Organization: Solitary
Challenge Rating: 2
Control: Paradwyn +5, others -5

Skills: Minanis of all varieties have a +4 racial bonus on Hide, Listen, and Spot checks, and a +8 racial bonus on Balance and Climb checks. They may always choose to take 10 on Climb checks, even if rushed or threatened. They use either their Strength or Dexterity modifier for Climb checks, whichever is higher.

Lurking Minani

This creature resembles a snake. Its body is covered in a segmented carapace resembling wood, and its tail ends in a rattle.

The lurking minani is a hazard to other creatures of the jungle. It ambushes other creatures of Paradwyn, and strikes with its venomous bite. It will frequently follow the scent of a creature which has been marked by tracking scent, and ambush the jungle stalkers tracking it.

The lurking minani can be found both in trees or on the ground. They rarely leave Paradwyn, and generally avoid magi. They are very touchy and irritable, and will rarely befriend magi. They will sometimes follow behind a non-Paradan magi, hoping for a chance to cause mayhem and pain.

Poison (Ex): The bite of the lurking minani is poisonous, doing initial and secondary damage of 1d6 Dex. The Fortitide save DC is 14, and is a Con-based save.

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


Mirago

Mirago
Small Aberration
Hit Dice: 3d8+6 (19 hp)
Initiative: +2
Speed: 20 ft.
AC: 17 (+1 size, +2 Dex, +4 natural) touch 13, flatfooted 15
Base Attack/Grapple: +2/-2
Attack: Claw +5 melee (1d6)
Full Attack: Claw +5 melee (1d6), 3 Claws -2 melee (1d2)
Face/Reach: 5 ft./5 ft.
Special Attack:
Special Qualities: immune to disease and parasites, darkvision 60 ft.,
Saves: Fort +3 Refl +3 Will +3
Abilities: Str 10 Dex 14 Con 15 Int 17 Wis 11 Cha 9
Skills: Balance +8, Hide +12 Knowledge (Arcana) +8 Listen +5 Move Silently +9 Spellcraft +5 Spot +4, Survival +3
Feats: Combat Reflexes, Stealthy (B), Weapon Finesse (large Claw)
Region: Bograth or D'Resh
Organization: Solitary or gang (2-8)
Challenge Rating: 2
Control: +0

This creature is covered with short gray-green fur. It has one oversized claw and three smaller claws, and it stands on two legs which end in broad feet.

The mirago is an unusual creature in that it can inhabit both the bright, scorching, arid desert of D'Resh and the dank, moist, and sometimes cool swamps of Bograth. The mirago seems to be able to adapt to both extremes of weather without much difficulty. Originally, moonlanders believed there were two separate subspecies of miragos, one living in the swamps and the other in the desert. But after the same mirago was seen in both regions a few months apart, they realized the mirago simply migrates from one extreme climate to the other. Unlike birds, their migrations do not seem to have a seasonal pattern, and miragos seem to migrate with varying frequency. Even when asked, they do not reveal the details or cause of their migrations.

The mirago's feet are broad enough to support its weight on either swampy mud or shifting sands without sinking. Though a mirago seems to be overbalanced, their feet are actually quite strong and able to keep them balanced.

Beneath their short fur is a series of very short cactus-like spikes. These spikes are not long enough to do any real damage, but they do dissuade would-be predators. Some miragos which remain in desert climes for a while begin to shed their fur, revealing the spikes underneath.

Miragos which are bound to a particular magi do not normally migrate, though they sometimes suggest that their magi travel a bit. Miragos are quite willing to bond to magi, and see themselves as particularly important and useful to the magi of the moonlands. They can seem a little egotistical at times, but miragos are particularly cordial with magi that command a great deal of knowledge. A magi with 5 or more ranks in any Knowledge will have a +2 circumstance bonus to befriend or control a mirago.

Extra Focus (Su): Miragos have an intuitive grasp of summoning. A mirago has the ability to bolster any other creatures its allied magi summons. Its magi may use a move-equivalent action to draw power from the mirago, immediately before summoning a creature. The summoned creature gains a +4 enhancement bonus to Constitution, and either Strength or Dexterity (summoning magi's choice).

Skills: A mirago has a +4 racial bonus to Balance checks.


Moga

Grizzled Moga Moga Moga Pup Swamp Moga
Medium Magical Beast Large Magical Beast Small Magical Beast [Immature] Medium Magical Beast
Hit Dice: 6d10+18 (51 hp) 9d10+36 (85 hp) 5d10+10 (37 hp) 7d10+14 (52 hp)
Initiative: +1 +1 +1 +0
Speed 40 ft. 40 ft. 20 ft. 30 ft.
AC: 19 (+1 Dex, +8 natural) touch 11, flatfooted 18 18 (-1 size, +1 Dex, +8 natural) touch 10, flatfooted 17 15 (+1 size, +1 Dex, +3 natural) touch 12, flatfooted 14 18 (+8 natural) touch 10, flatfooted 18
Base Attack/Grapple: +6/+10 +9/+18 +5/+2 +7/+10
Attack: Gore +10 melee (2d6+4) Gore +13 melee (2d8+5) Gore +7 melee (1d4+1) Gore +10 melee (1d8+3)
Full Attack: Gore +10 melee (2d6+4), 2 Slams +5 melee (1d4+2) Gore +13 melee (2d8+5), 2 Slams +8 melee (1d6+2) Gore +7 melee (1d4+1) Gore +10 melee (1d8+3), 2 Slams +5 melee (1d4+1)
Face/Reach: 5 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attack: Rampage, Roar, Trample 1d6+6 Roar, Kickback Roar Roar
Special Qualities: darkvision 60 ft., low-light vision, Damage Reduction 5/- darkvision 60 ft., low-light vision darkvision 60 ft., low-light vision , immune to disease and parasites, darkvision 60 ft., low-light vision
Saves: Fort +8 Refl +6 Will +2 Fort +10 Refl +7 Will +5 Fort +6 Refl +5 Will +1 Fort +7 Refl +5 Will +3
Abilities: Str 19 Dex 12 Con 17 Int 10 Wis 11 Cha 13 Str 21 Dex 12 Con 18 Int 11 Wis 14 Cha 17 Str 13 Dex 12 Con 14 Int 8 Wis 11 Cha 15 Str 17 Dex 10 Con 15 Int 11 Wis 13 Cha 13
Skills: Balance +3 Climb +6 Intimidate +5 Jump +10 Listen +4 Spot +4 Balance +5 Climb +9 Intimidate +7 Jump +13 Listen +8 Spot +8 Balance +3 Climb +3 Listen +2 Spot +2 Hide +4 Listen +7 Sense Motive +5 Spot +7
Feats: Improved Bull Rush, Improved Overrun, Power Attack Ability Focus (Roar), Alertness, Improved Bull Rush, Power Attack Ability Focus (Roar), Power Attack Ability Focus (Roar), Improved Bull Rush, Power Attack
Region: Kybar's Teeth Kybar's Teeth Kybar's Teeth Bograth
Organization: Solitary Solitary or Family (2 adults + 1d4 pups) Solitary or Family (2 adults + 1d4 pups) Solitary or mated pair
Challenge Rating: 5 6 4 5
Control: +1 -1 -1 +1

Mogas are a family of goat-like creatures with human-like faces. They have a distinctive set of horns, with one pair curving over their shoulders and the second pair curled like ram's horns. Their hooves are also distinctive, and are crescent-shaped. They are known for their loud roars.

Roar (Su): Each variety of moga can roar once every 1d4 rounds. The effects of the roar vary by the type of moga. Mogas are immune to the roars of other mogas, regardless of type.

Grizzled Moga

This creature resembles a stocky ram with a human-like face. It has a broad snarling mouth, and two pairs of horns atop its head. The first pair of horns curls like a ram's horn, while the second pair curves back over its shoulders. Its hooves have a distinctive crescent shape.

This variant of moga is smaller but more broad than other varieties. Rather than being sociable and trusting, the grizzled moga is irascible and easily angered. It lacks the fangs that the other moga varieties possess, instead having a row of strong incisors.

Rampage (Ex): The grizzled moga can enter a state similar to a frenzy. While rampaging, the grizzled moga gains +4 to its Constitution (increasing its hit points), and gains an extra attack, which may only be used as an Overrun attack. It may trample as part of its overrun attack, and may inflict trample damage on prone creatures of the same size as itself. The grizzled moga may maintain this state for a number of rounds equal to 3 plus its improved Constitution modifier (typically 8 rounds). At the end of the rampage, the grizzled moga suffers no adverse effects, but the grizzled moga may not rampage again for the duration of the encounter.

Roar (Su): The roar of the grizzled moga is not particularly powerful. It extends in a 30 foot cone, and all creatures within the cone will become shaken for 1d6 rounds (Will save DC 14 negates, Charisma-based save).

Trample (Ex): Reflex DC 17 half. The save DC is Strength-based.

Moga

This horned creature resembles a large long-necked ram. It has two pairs of horns, one curved like a ram, and the other curving back over its shoulders. The creature has a human-like face, and its hooves have a distinctive crescent shape.

Mogas are horned creatures of the high peaks. They are hooved and have horns similar to mountain goats, but are both intelligent and much more complex. Their coat ranges from a tawny color to a dusky gray. They have long fangs, which they typically conceal. The moga's jaws are not strong enough to do significant damage with a bite. However, it is believed that the mogas with the longest fangs have the loudest roars.

Mogas are quite protective of their young, and they will defend them stubbornly. They also extend this devotion to any allies or magi they befriend. For that reason, mogas are a common companion to Kybarites. They may also allow a magi to ride them.

Roar (Su): All creatures within a 50 foot cone must make a Fortitude save (DC 19, Charisma-based save) or be deafened for 2d6 rounds. Furthermore, the moga may focus the roar on a particular target, at the center of the cone. That single target will also be stunned, in addition to the deafness, for 1d4 rounds if it fails its Fortitude save.

Kickback (Ex): Attack bonus +8, damage 2d6+7. This attack is a strong double-kick with both of its back legs. In addition to the damage, the opponent will be knocked away from the moga. Once damage has been determined, the moga and the target will make opposed strength checks, with the moga adding the damage from the kick, and the target adding 4 for every size category larger than Medium. For every 5 points the moga's Strength check exceeds the target's, the target is pushed back 5 feet. The moga is savvy enough to use this ability when an opponent may be near a cliff. It cannot use this ability in conjunction with other attacks.

Moga Pup

Moga pups are small young. They still have a single pair of horns from birth, with the second pair beginning to grow as they approach maturity. Their fur is thicker in places (particularly their faces), and their necks have not grown out yet. When born, they are about a foot high at the shoulder, but like many creatures of Kybar's Teeth, they grow rapidly.

Moga pups are quite curious about the world. They wander around the alpine meadows frequently, looking for new and interesting things. They have a strong independent streak, and frequently get into trouble. Fortunately their parents are devoted, and try to keep a close eye on them. They will trust a friendly magi to watch their young, and moga pups are fond of accompanying magi who may not be as over-protective.

Roar (Su): The roar of the moga pup is not as strong as the roar of their parents. The area of effect is a 30 foot cone, and the save is DC 16, with the deafness lasting 1d6 rounds. Like its parent, the moga pup may focus on a single target. The target will be dazed for 1d4 rounds in addition to the deafness if if fails its save.

Advancement: The statistics above are for a moga pup about a year old, which has grown to about 2' at the shoulder. Infant moga pups are size Tiny, with 2HD. Through the first year, moga pups simply grow in size, getting bigger and stronger. After about 18 months, their legs and neck begin to lengthen, and their facial features begin to grow more distinct. They reach adulthood anywhere after 4 years of age.

The moga pup grows very rapidly. At 7HD, it grows to medium size, and begins to grow the second pair of horns. It grows into a mature moga at 9HD.

Swamp Moga

This creature resembles a ram with a human-like face. It has two pairs of horns atop its head. The first pair of horns curls like a ram's horn, while the second pair curves back over its shoulders. Its hooves have a distinctive crescent shape, and its greenish fur is dank, covered with patches of fungus and mold.

The swamp moga is a sullen swamp-dwelling member of the moga family. It is not particularly social, but will work with companion creatures at times. It is quite reclusive, and will only reluctantly work with magi.

Roar (Su): The roar of the swamp moga is not as loud as that of the moga, but its effects extend much further. A swamp moga's roar extends to a 70 foot cone, and all creatures within the cone will become shaken for 1d6 rounds (Will save DC 16 negates, Charisma-based save).

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


Mombak

Mombak
Medium Aberration [Cold]
Hit Dice: 4d8+8 (26 hp)
Initiative: +2
Speed: 30 ft.
AC: 15 (+2 Dex, +3 natural) touch 12, flatfooted 13
Base Attack/Grapple: +3/+3
Attack: Bite +3 melee (1d8)
Full Attack: Bite +3 melee (1d8)
Face/Reach: 5 ft./5 ft.
Special Attack: Cold Pack
Special Qualities: darkvision 60 ft., immunity to cold, vulnerability to fire, icy tongue
Saves: Fort +3 Refl +3 Will +5
Abilities: Str 10 Dex 15 Con 14 Int 12 Wis 13 Cha 9
Skills: Balance +7 Heal +4 Hide +4 Listen +5 Spot +5 Swim +3
Feats: Dodge, Mobility
Region:

Nar

Organization: Solitary or tribe (3-18)
Challenge Rating: 3
Control: -1

This bizarre three-legged creature has a central head, from which its three long legs originate. The front two legs start at each edge of the creature's jaw, and its rear leg starts at the lower back of its skull. The head is covered with bluish fur, and each leg ends in a broad foot. Its legs span about 7 feet, while its large head is about 2 feet off the ground.

Mombaks are strange creatures which primarily dwell along ice floes and arctic shores. Their broad feet allow them to balance and travel along floating sheets of ice. A mombak can walk along ice floes easily, and a mombak never slips because of icy surfaces. They observe other creatures entering their territory, and will approach creatures which are not obviously hostile. They are generally peaceful creatures.

Icy Tongue (Su): The mombak can heal other creatures with a lick of its broad tongue. The mombak's lick will heal a creature for 1d8+4 hp, or 2d8+4 hp if the creature is a Cold creature. The mombak's lick also has a numbing effect, The mombak may use its lick four times per day.

Cold Pack (Su): The mombak can breathe a cloud of snow, in a 20 foot cone. The area of effect is blanketed by snow, and fills the area up to a depth of 1 foot deep. This snow adds to any existing snow, and the snow from multiple mombaks is cumulative. Creatures in the area must make a Str check to be able to move; the DC of the check is 10 + 2/foot of snow.

Advancement: The mombak's Cold Pack breath extends an additional 5 feet for each hit die it possesses. It may use its Icy Tongue once per hit die it has, and the amount healed increases by 1hp/additional hit die.


Moob

Moob
Small Monstrous Humanoid
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 ft.
AC: 15 (+1 size, +2 Dex, +2 natural) touch 13, flatfooted 13
Base Attack/Grapple: +2/-2
Attack: Claw +3 melee (1d4)
Full Attack: 2 Claws +3 melee (1d4)
Face/Reach: 5 ft./5 ft.
Special Attack:
Special Qualities: immune to diseases and parasites, darkvision 60 ft.
Saves: Fort +1 Refl +5 Will +5
Abilities: Str 10 Dex 14 Con 12 Int 13 Wis 15 Cha 8
Skills: Hide +9 Listen +5 Move Silently +4 Search +5 Spot +5
Feats: Magic Sense
Region: Bograth
Organization: Solitary
Challenge Rating: 1
Control: -2

This creature stands about 2 1/2 feet tall. It has a doglike head, long claws on both its hands and feet, and a short tail. It is covered with green fur, which is darker on its back, and paler on its belly and face.

The Moob is a generally inoffensive creature found in the swamps. Most moobs seek out magi or other creatures to befriend, and they are quite loyal and eager to please. A moob will help their magi with small tasks. A moob has an almost slavish devotion to its magi or any other creature it befriends.

Part of the reason they may try to help magi is that moobs have a magic sense. They find magic fascinating, and always enjoy seeing it work. In fact, a moob may even get so curious about a magical effect that they forget to protect themselves from potentially harmful effects. Moobs have been known to watch a fireball explode around them. Other creatures occasionally take advantage of the moob's curiousity. leaving the moob to martyr itself while they retreat into cover.

Retrieve (Ex): A moob has an unusual perception of magic. They can perceive the magic used to summon dream creatures, and also they can easily sense retrive animite crystals from defeated wild dream creatures - even shards that have been overlooked for a long time. If the moob is searching where it knows a dream creature was defeated, it can make a DC20 Search check. Success means the moob can roll a second time for the defeated creature's animite, and use the better value (finding extra bits hidden in the soil, etc.).

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


Mosp

Mosp
Huge Elemental
Hit Dice: 6d8+36 (63 hp)
Initiative: -2
Speed: 0 ft.
AC: 18 (-2 size, -2 Dex, +12 natural) touch 6, flatfooted 18
Base Attack/Grapple: +4/+19
Attack: Slam +9 melee (2d8+10)
Full Attack: 2 Slams +9 melee (2d8+10)
Face/Reach: 15 ft./10 ft.
Special Attack:
Special Qualities: Damage Reduction 15/-, elemental traits, Harden
Saves: Fort + Ref + Will +
Abilities: Str 24 Dex 6 Con 23 Int 8 Wis 13 Cha 12
Skills: Listen +4 Sense Motive +4 Spot +4
Feats: Cleave, Power Attack,
Region: Kybar's Teeth
Organization: Solitary
Challenge Rating: 4
Control: +0

This creature resembles an animate hillside, covered with bushes and grass. Two great arms stretch out from the creature, and the body has a pair of eyes and a gaping mouth.

Mosps appear from the ground, emerging from the native soil, and covered in native vegetation from where they appear. Once they appear or are summoned to the physical world, a mosp cannot move itself. They are rooted to the spot. Since the same mosp can be summoned in different locations, magi assume they can move within the dream realm in some fashion.

Mosps are incredibly tough and durable. They are one of the most resilient creatures of the mountains, and therefore frequently sought as companions. However, they are rarely found in the physical world.

A mosp will stubbornly defend its magi and allied creatures. When defending its fellows, a mosp will usually spread its great arms to their full extent on either side of itself (10 feet). When a mosp has its arms stretched out, they are large enough to provide 50% cover (+4 to AC) for any allied creature or their magi. The mosp will likewise automatically interpose an arm to prevent an attack on a friendly creature if possible. A mosp will not initiate an attack, except to defend an ally. However, creatures trying to harm an ally or the mosp itself will quickly discover how dangerous it is.

Mosps are somewhat territorial. Mosps will not protect each other, even if summoned by the same magi. They will typically remain at least 30 feet apart.

Harden (Su): As a standard action, a mosp can harden itself even further. This increases its Damage Reduction to 20/-, but the mosp is totally immobile and cannot even move its arms. It essentially becomes a stationary rock formation. A mosp is still aware in this state, and can revert back to normal as a standard action.

Immobile (Ex): The mosp cannot be moved or made prone by any force short of something which moves the earth in a 15 foot radius around the mosp. It cannot be pushed back, overborne, tripped, picked up, etc.


Mowat

Mowat Twilight Mowat
Large Plant Large Plant
Hit Dice: 13d8+39 (97 hp) 12d8+48 (102 hp)
Initiative: -1 -1
Speed: 20 ft. 20 ft.
AC: 22 (-1 size, -1 Dex, +14 natural) touch 8, flatfooted 22 23 (-1 size, +14 natural) touch 9, flatfooted 23
Base Attack/Grapple: +9/+19 +9/+19
Attack: Claw +14 melee (2d6+6) or skewer +9 ranged (1d8+6) Claw +14 melee (2d6+6)
Full Attack: 2 Claws +14 melee (2d6+6) or skewer +9 ranged (1d8+6) 2 Claws +14 melee (2d6+6)
Face/Reach: 10 ft./10 ft. 10 ft./10 ft.
Special Attack: skewer dark sands, core inhibitor
Special Qualities: prickly spines, energy spikes, plant traits plant traits
Saves: Fort +11 Refl +3 Will +5 Fort +12 Refl +4 Will +4
Abilities: Str 23 Dex 8 Con 17 Int 14 Wis 13 Cha 12 Str 23 Dex 10 Con 19 Int 12 Wis 11 Cha 15
Skills: Balance +4 Hide +1 Intimidate +7 Listen +9 Move Silently +5 Search +8 Sense Motive +6 Spot +14 Survival +10 Hide +2 Intimidate +10 Listen +8 Move Silently +5 Search +5 Sense Motive +6 Spot +8
Feats: Cleave, Magic Sense, Point Blank Shot, Power Attack, Weapon Focus (Skewer) [stapling shot?] Ability Focus (Core Taint), Cleave, Daunting Presence, Magic Sense, Power Attack
Region: D'Resh D'Resh or Core
Organization: Solitary Solitary
Challenge Rating: 7 7
Control: +1 +2

Mowats are large cactus-like creatures native to arid climates. They are physically imposing and resilient, and each variety is covered in some form of carapace or exoskeleton. In addition to their physical prowess, mowats also have unusual abilities relating to controlling the flow of magical energy around them. Each can control the flow and counterflow of magical energy in some fashion.

Mowat

This imposing creature resembles a large sentient cactus, standing about 14 feet tall. Its trunk ends in a solid base, with tiny feet which primarily serve to keep the creature erect. It has a set of cactus-like growths from its upper back, and strong-looking arms. It has an expressionless face crowned by a dense floral growth.

Mowats are imposing creatures, covered in sharp spines. Their skin is tough like that of a cactus, and they can pass themselves off as a cactus fairly easily. Mowats are common creatures, and sometimes assume the role of a sentinel, watching over an area of the desert. They do not commonly travel about, but remain in one place for most of the time.

Skewer (Ex): The mowat may hurl long spear-like projectiles from its hands. Each of its eight finger-claws can lengthen to a long 3-4 foot javelin-like projectile, which the mowat can hurl. Once the mowat hurls one of its claws, it grows back quickly, but the new claw cannot be hurled until a day has passed. This attack has a range of 120 feet with no range increment.

Prickly Spines (Ex): The entire body of a mowat is covered by spines. These spines tear at any creature touching it, dealing 1d6 points of piercing damage. Creatures striking with natural weapons or unarmed strikes are subject to this damage, but creatures striking with melee weapons are not. A creature which is pushed or falls into a mowat also takes damage from the thorns.

Energy Spikes (Su): Mowats have an unusual ability similar to spell reflection. Whenever they are attacked by a magical energy attack, they automatically reflect a small amount of energy at the attacking creature. A bolt of force, shaped like a spike, will follow the energy back to the origin of the magical effect. The creature will suffer 2d6 damage (Fortitude Save DC 20 half, Con-based save). This energy spike does not diminish the damage the mowat suffers from the attack.

Skills: The mowat has a +8 to Hide checks when immobile and in the desert. Success means the mowat is indistinguishable from a normal cactus.

Twilight Mowat

This creature is covered in a partial exoskeleton resembling a misshapen skeleton, with a dark skull-like head, large forearms which connect with a skeletal upper arm and torso, and an apparent ribcage around its chest. Its lower torso ends in a solid base, which has four blade-like feet. Bonelike growths enamate from its shoulders, resembling large horns. It stands about 12-13 feet tall.

The twilight mowat is a rare variant of mowat that has adapted to dwelling in the Core. Its exoskeleton has grown to resemble a skeleton to aid in intimidation, rather than the cactus-like carapace of its cousin. It has gained knowledge of Core energies, but in the process it has become twisted itself.

Mowats pity the twilight mowats. Magi usually suspect the twilight mowat, unsure of where their allegiance lies. Twilight mowats are shunned by most of the other desert creatures, who sense their Core taint. The twilight mowats who dwell in the Core typically bully weaker creatures.

Dark Sands (Su): The twilight mowat has the ability to taint a creature with Core energy. The target's supernatural abilities carry the taint of the Core, and other creatures will react to it as if it were a Core creature. The creature's worst personality traits are exhibited, and it may physically change to reflect its taint. Any physical changes caused by the taint are temporary and cosmetic, and have no effect on game play. If the creature is controlled by a magi, the magi will need to make Control checks to handle the creature. The taint lasts for a number of rounds equal to the twilight mowat's Con bonus (typically +5). The twilight mowat may use this ability every 1d4 rounds; the target of this ability may make a Will save (DC 20, Charisma-based save) to negate this effect.

The power gained its name from its side-effect of darkening the sands around the target creature when used in the desert.

Core Inhibitor (Su): Just as the twilight mowat can imbue a creature with Core energy, it can also interfere with the flow of Core energy, hampering its flow in other creatures. It may target any Core or Core-tainted creature with this ability. Any supernatural ability or spell-like ability of a Core creature or a creature with Core taint is dampened. The creature must concentrate to use the ability, and may only use the ability if it wins an opposed Wisdom check, compared to the twilight mowat's Charisma check. The twilight mowat may use this ability once every 1d4 rounds.

Daunting Presence (Feat): This feat, from Miniatures Handbook, gives the twilight mowat the ability to overawe an opponent to make it Shaken. To use this ability, the twilight mowat must take a standard action to overawe an opponent up to 30 feet away that has line of sight to the mowat, and an intelligence score. If the opponent fails a Will save (DC 18, Cha-based save), the opponent is shaken for 10 minutes. This has no effect on an opponent that is already shaken.


Muggum

Muggum
Small Aberration
Hit Dice: 2d8+4 (13 hp)
Initiative: +0
Speed: 20 ft., Burrow 20 ft.
AC: 15 (+1 size, +4 natural) touch 11, flatfooted 15
Base Attack/Grapple: +1/-2
Attack: Claw +3 melee (1d3+1)
Full Attack: 2 Claws +3 melee (1d3+1)
Face/Reach: 5 ft./5 ft.
Special Attack:
Special Qualities: darkvision 120', immune to disease and parasites
Saves: Fort +2 Refl +0 Will +5
Abilities: Str 12 Dex 10 Con 15 Int 8 Wis 15 Cha 9
Skills: Listen +4 Spot +3 Tumble +2
Feats: Blind-Fight
Region: Bograth or Underneath
Organization: Solitary or Gang (2-8)
Challenge Rating: 1
Control: +0

This creature which resembles a cross between a mushroom and a crab. It has a crablike body, but with eyestalks resembling mushrooms. Smaller mushrooms sprout along its back and flank. Its claws are short, resembling scoops.

The muggum loves to dig. It will create tunnels at the slightest suggestion, and it will continue to dig even after it has completed its task. Its singlemindedness is complete; its magi has a -5 circumstance penalty on any attempt to control it to stop its digging. Eventually a muggum will become curious about its magi and return, but this sometimes takes up to an hour.

The muggum is capable of digging through solid rock. A muggum actually softens the rock surrounding it as it digs, reducing it to the hardness of soft clay. This allows the muggum to excavate tunnels very quickly. It is also able to create tunnels in soft swamp muck, by hardening the ooze into a more solid rock as it digs. The hardening and softening of the rock only happens as the muggum digs; it cannot soften a section of rock on demand except by digging a tunnel into it. A muggum also cannot use this ability on a stone creature; only inanimate stone is susceptible to the muggum. Altered rock or soil will regain its normal consistency after 12 minutes.

The muggum's tunnnels can be used by friendly creatures for shelter. The muggum can be instructed to dig a tunnel large enough for creatures up to Large size to hide in or travel through; it can excavate up to 20 feet per round while creating a small-sized tunnel, 15 feet per round while excavating for medium-sized creatures, or 10 feet per round for large creatures. Creatures of Huge size or greater cannot fit into a muggum's tunnels.

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


Mydra

Small Aberration
Hit Dice: 7d8+14 (45 hp)
Initiative: +6
Speed: 20 ft.
AC: 23 (+1 size, +2 Dex, +10 natural) touch 13, flatfooted 21
Base Attack/Grapple: +5/+1
Attack: Bite or Slam +6 melee (1d4)
Full Attack: Bite or Slam +6 melee (1d4)
Face/Reach: 5 ft./5 ft.
Special Attack:
Special Qualities: Chatter, Dreamwarp, Immune to disease and parasites, darkvision 60 ft.
Saves: Fort +4 Refl +4 Will +8
Abilities: Str 10 Dex 15 Con 14 Int 10 Wis 16 Cha 13
Skills: Hide +8 Jump +8 Listen +11 Sense Motive +7 Spot +11
Feats: Alertness, Combat Expertise, Improved Initiative
Region: Bograth or Paradwyn
Organization: Solitary or Swarm (3-12)
Challenge Rating: 4
Control: +1*

This creature is a six-legged creature with a shell protecting its body. It is covered with purple fur, and it has a pair of eyes and a mouth below two short antennae. The shell, gray-brown in color, has a decorative spiral pattern.

Mydras are creatures common to both the jungles and swamps. They are sociable creatures, and befriend magi or other creatures easily. When encountered alone, mydras are generally straightforward and calm. However, in large groups, they behave quite differently.

Mydras are easily excited by contact with other mydras, and multiple mydras frequently chatter between themselves frequently. In large groups, mydras become more and more excitable, and eventually become unmanageable. They will jump around excitedly, chattering all the while, with little regard to their surroundings. Paradan magi suspect that mydras give off some sort of magical excitation aura which other mydras sense; the more mydras in the area, the stronger the excitement. The DC of the control check of a magi trying to control a mydra increases by +1 for each other mydra within 30 feet.

When attacked, the mydra will use its shell to protect itself. A mydra can tuck most of its body into its shell. The mydra's bones are apparently cartilaginous, and therefore can bend in unusual ways if necessary. This also gives the creature unusual resiliency, and a springing leap which frequently startles foes. They attack by either biting, or slamming their shell into an opponent while springing.

Chatter (Ex): The mydra's chatter is quite distracting. Magi who must make a Concentration check for any reason suffer a circumstance penalty of -1 per mydra within 30 feet. This only occurs if there are at least 3 mydra present.

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

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

Skills: Mydras are natural jumpers. They have a +12 racial bonus on all jump checks. A mydra may always take 10 on a Jump check, even if distracted or endangered.

Mythicore

The Mythicore is a powerful dream creature native to Paradwyn. It has a mane of animite crystals, which it may use to summon other dream creatures.