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


Nalo


Nalo

Medium Magical Beast
Hit Dice: 5d10+10 (37 hp)
Initiative: +3
Speed: 10 ft., Swim 40 ft.
AC: 17 (+3 Dex, +4 natural) touch 13, flatfooted 14
Base Attack/Grapple: +5/+6
Attack: Bite +8 melee (1d6+1)
Full Attack: Bite +8 melee (1d6+1)
Face/Reach: 5 ft./5 ft.
Special Attacks: Wave, Tsunami
Special Qualities: darkvision 60 ft., low-light vision, scent
Saves: Fort +6 Refl +7 Will +2
Abilities: Str 13 Dex 16 Con 14 Int 11 Wis 12 Cha 8
Skills: Escape Artist +7 Hide +5 Listen +3 Move Silently +7 Spot +3 Swim +11
Feats: Weapon Finesse (bite)
Region: Orothe
Organization: Solitary, pair or school (3-8)
Challenge Rating: 4
Control: +0

This creature resembles a large eel with a shark-like dorsal fin. It is about 7 feet long.

The nalo is an eel-like creature which dwells in the deep ocean. It lurks around sea beds, and builds nests in large shells, sea caves, or coral reefs. Nalos rarely rise to the surface of the ocean, but can cause much havoc when they do. A nalo on the surface will frequently start creating waves even if there are no apparent targets - they simply like dancing in the waves.

Nalos rarely venture onto land, but may use their special abilities even there. If a nalo uses its tsunami effect, it will frequently retreat to the Dream Realm to rest, particularly if it is out of the water.

Wave (Su): The nalo can generate a wave once every 1d4 rounds. This wave spreads out from the nalo in a 25 foot cone. This wave will do 1d6 non-lethal bludgeoning damage to all creatures in the area of effect, and will push any creatures away from the nalo as if it were affected by a Bull Rush, with a +7 on the nalo's strength check. The wave will have no effect on creatures below the waves, or more than 5 feet above the ground or water surface. When a nalo creates a wave, it must be able to wriggle and move about, so it is unable to use this effect if paralyzed.

Tsunami (Su): Once per day, a nalo can generate a much stronger wave. This tsunami wave is similar to the Wave special ability, but extends in a 50 foot cone. The tsunami wave will do 3d6 lethal bludgeoning damage (Fortitude save at DC 14 for half). The bull rush effect has an additional +4 to the strength check. The area of effect is a full cone, though creatures below the water surface are still unaffected.

In addition, multiple nalos can further increase the strength of their tsunami waves, as long as the area of effect for the tsunami waves are contiguous. For each additional nalo generating a tsunami wave, the damage increases by 3d6 across the entire affected area, rather than just where the waves overlap. The strength check bonus increases by an additional +2 for each additional nalo.

Skills: A nalo 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 nalo's wave extends 5 feet per hit dice. The nalo's strength check bonus for the Wave's bull rush effect is equal to the nalo's hit dice + Con bonus.


Narth


Cloud Narth Great White Narth Spray Narth

Small Elemental [Air] Medium Elemental [Cold: Air, Water] Small Elemental [Air, Water]
Hit Dice: 4d8+4 (22 hp)
8d8+24 (60 hp)
5d8+10 (32 hp)
Initiative: +3
+2
+3
Speed: Fly 90 ft. (good) Fly 60 ft. (good) Fly 40 ft. (good), Swim 30 ft.
AC: 17 (+1 size, +3 Dex, +3 natural) touch 14, flatfooted 14
20 (+2 Dex, +8 natural) touch 12, flatfooted 18
18 (+1 size, +3 Dex, +4 natural) touch 14, flatfooted 15
Base Attack/Grapple: +3/-1
+6/+9
+3/+0
Attack: Bite +7 melee (1d6)
Bite +9 melee (1d8+4)
Bite +7 melee (1d6+1)
Full Attack: Bite +7 melee (1d6)
Bite +9 melee (1d8+4)
Bite +7 melee (1d6+1)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:


Special Qualities: Electrical Resistance 5, elemental traits Immunity to cold, vulnerability to fire, elemental traits Elemental traits
Saves: Fort +2 Refl +7 Will +2 Fort +9 Refl +8 Will +3
Fort +6 Refl +7 Will +2
Abilities: Str 10 Dex 17 Con 12 Int 13 Wis 13 Cha 12 Str 16 Dex 15 Con 16 Int 11 Wis 12 Cha 14 Str 13 Dex 17 Con 14 Int 13 Wis 12 Cha 14
Skills: Escape Artist +5 Heal +5 Move Silently +8 Perform (song) +8 Search +4 Spot +9
Heal +5 Listen +4 Move Silently +7 Perform (song) +10 Search +2 Spot +9
Escape Artist +9 Heal +5 Move Silently +8 Perform (song) +9 Search +3 Spot +7 Swim +11
Feats: Flyby Attack, Weapon Finesse (bite)
Flyby Attack, 
Weapon Finesse (bite)
Region: Arderial Nar Arderial or Orothe
Organization: Solitary or flock (3-18)
Solitary or flock (2-8) Solitary or flock (3-18)
Challenge Rating: 2 5 3
Control: +0 +2 +1

Narths are bird-like dream creatures, composed partially of material from their regions. The Narths are social creatures, frequently found in the company of other dream creatures. Their presence is always appreciated by fellow dream creatures, for narths are generally playful and happy creatures. The creatures also seek out narths because of the narth's healing magics.

The song of the narths are always beautiful. Narths will automatically join their songs together, crafting a melody. The narthsong is a charming melody which is different each time the narths sing.

Narths have an unusual relationship with pharans. Pharans frequently accompany narths where they fly, and are even welcome in the narth's nests. Their magic effects have a sympathetic resounding effect

Healing Rain (Su): Three times per day, a narth of any type may use a healing rain. This effect may be used on any creature, and it will heal the target creature. The amount of damage healed is equal to 1d8 + 1/hit die of the narth. The narth does not need to touch the target, but rather it needs to fly above the target, and evoke this ability. A gentle rain charged with healing energy will wash over the target creature. The narth must succeed on a ranged touch attack if using this ability on a creature in melee or an unwilling target. The rain will not extinguish fires, and the water will usually evaporate within 5 minutes.

Skills: Narths of all types have a +4 racial bonus to Perform (song) and Spot checks

Cloud Narth

This birdlike creature has a body and wings apparently made of cloudstuff. Its head and tailfeathers are an iridescent blue. It has a 4-foot wingspan.

Cloud Narths are common birdlike creatures which build nests in the semi-solid clouds of Arderial. They are social creatures, and befriend magi and other dream creatures.

Healing Storm (Su): This power only functions when the cloud narth and a pharan both use Healing Rain on the same target in the same round. When this happens, the target is healed an extra 1d8 hp of damage. The resulting rains are enough to soak targets, but it will still not extinguish fires.

Great White Narth

This large birdlike creature appears to be made of snow. It has an icy blue beak, and great white wings.

The great white narth is the largest variety of narth. They soar over the frigid wastes of Nar, and are found swooping into snow-laden clouds and out again. Great white narths are less social than other narths, and usually are more focused on their magi rather than other dream creatures.

Pharans don't fare well in the frigid lands where the great white narths soar, so they rarely accompany the great white narth. The great white narth's Healing Rain ability usually manifests as snow.

Overwhelm:: +1E/frozen enemy cr after attack

Sustain: if killed enemy, discard for +5E

Spray Narth

Easily the most social of all narths, the spray narths frequent the crashing surf, where the spray of the waves is hurled into the air. There, among their friends, the spray narths swoop and dive, playing among the sea foam. The spray narth is quite attached to its friends, and will accompany them into danger. They will follow a friend from the Dream Realm into the physical world, even if their friend has been summoned by a magi.

The spray narth has the smallest wingspan of all the narths. They also have a longer tail - over half of the spray narth's body length is made up of their long tail. While in the water, the spray narth uses the tail to swim like an eel.

Healing Storm (Su): This power only functions when the spray narth and a pharan both use Healing Rain on the same target in the same round. When this happens, the target is healed an extra 1d8 hp of damage. The resulting rains are enough to soak targets, but it will still not extinguish fires.

Skills: A spray narth 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.


Nemsa



Nemsa

Small Aberration
Hit Dice: 4d8+4 (22 hp)
Initiative: +2
Speed: 20 ft.
AC: 18 (+1 size, +2 Dex, +5 natural) touch 13, flatfooted 16
Base Attack/Grapple: +3/+0
Attack: Claw +5 melee (1d6+1)
Full Attack: 2 Claws +5 melee (1d6+1), 2 Claws +3 melee (1d2), Bite +3 melee (1d4), Sting +3 melee (1d3+poison)
Face/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Dreamdraft, darkvision 60 ft.
Saves: Fort +2 Refl +3 Will +4
Abilities: Str 13 Dex 15 Con 12 Int 10 Wis 11 Cha 14
Skills: Listen +7 Move Silently +5 Tumble +6
Feats: Blind-Fight, Multiattack
Region: D'Resh
Organization: Solitary or gang (2-7)
Challenge Rating: 3
Control: +2

Nemsas are dangerous creatures which are highly valued as companions. Their physical prowess is considerable, particularly for a small creature. Furthermore, they can aid a magi even without being specifically summoned, allowing their magi companion to focus on other matters. Nemsas have very small eyes, but compensate with sharp hearing.

Dreamdraft (Su): Nemsas retain the ability to magine themselves into the physical world once per day, even when bonded to an animite ring. They cannot automatically magine themselves at any time, but can do so when their magi uses dream energy for another purpose. The nemsa perceives the magical energy drawn by the magi, and follows it to the physical world. A nemsa magining itself in such a manner can only reside in the physical world for up to an hour.

Poison (Ex): Injury, Fortitude DC 13, initial and secondary damage 1d4 Wisdom. The save is Constitution-based.


N'kala


N'kala

Tiny Magical Beast
Hit Dice:
Initiative:
Speed: 20 ft., Fly 30 ft. (poor)
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 2.5 ft./0 ft.
Special Attacks:
Special Qualities: Dreamwarp, Immunity to Diseases and Parasites
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Weapon Finesse
Feats:
Region: Bograth or Paradwyn
Organization:
Challenge Rating: 3
Control: -2

This small creature resembles a weird cross between a raptor, a bird, and a fuzzy insect. It has a bird's head, the body, limbs and tail of a dinosaur raptor, and is covered in fur. Two small pairs of insect wings sprout from its hunched back. A pair of antennae grow from the back of its head, arching over its neck.

A rather ungainly creature, the n'kala is a common creature in both Paradwyn and Bograth. It is not popular with other dream creatures. However, it can be a valued companion to magi, as it will gladly befriend magi who are willing to accept it.

Though they can fly, n'kalas rarely take flight for long periods of time. Their endurance for flying is rather small; a n'kala can only stay airborne for a few minutes. Instead, they live close to the ground, in knots, holes, or between the twisted roots of trees.

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

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


Nodj


Nodj

Medium Magical Beast
Hit Dice: 7d10+42 (80 hp)
Initiative: +2
Speed: 30 ft., Climb 30 ft.
AC: 17 (+2 Dex, +5 natural) touch 12, flatfooted 15
Base Attack/Grapple: +7/+11
Attack: Claw +11 melee (1d6+4)
Full Attack: 4 Claws +11 melee (1d6+4)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Fast healing 5, Shadow, darkvision 60 ft., low-light vision
Saves: Fort +11 Refl +7 Will +3
Abilities: Str 18 Dex 15 Con 23 Int 8 Wis 13 Cha 10
Skills: Climb +15 Hide +5 Spot +5
Feats: Cleave, Power Attack, Stable Footing
Region: Naroom
Organization: Solitary or mated pair
Challenge Rating: 5
Control: +1

This creature resembles a six-limbed wolverine with long ears. Its limbs are long and strong, with two long claws on each paw.

The Nodj is a six-limbed creature native to forested regions. It is an excellent climber; each of its six limbs ends in a pair of very strong claws. Nodjes tend to be nasty creatures, and viciously attack if they are provoked. Because of this, they are generally avoided, but they do form strong bonds with magi. It takes a brave magi to befriend one.

Nodjes are renowned for their resiliency as well as their irascibility. They have an amazing ability to shrug off damage.

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

Skills: A Nodj has a +8 racial modifier to Climb checks. It can always choose to take 10 on a Climb check, even if distracted or endangered.

Stable Footing (Feat): This feat, from Races of Eberron, gives the nodj +4 bonus on resisting bull rush and trip attempts. It is also not slowed by difficult terrain.

Advancement: The nodj's Fast Healing increases by 1 for every 2HD it gains.


Nyrex


Nyrex

Large Magical Beast
Hit Dice: 13d10+52 (123 hp)
Initiative: +0
Speed: 30 ft.
AC: 19 (-1 size, +10 natural) touch 9, flatfooted 19
Base Attack/Grapple: +13/+22
Attack: Bite +17 melee (2d6+7/19-20)
Full Attack: Bite +17 melee (2d6+7/19-20)
Face/Reach: 10 ft./5 ft.
Special Attacks: Improved Grab, Swallow Whole
Special Qualities: Catch and Release, darkvision 60 ft., low-light vision, plant shape
Saves: Fort +12 Refl +8 Will +7
Abilities: Str 21 Dex 10 Con 17 Int 15 Wis 17 Cha 13
Skills: Bluff +7 Heal +11 Hide +4 Listen +11 Move Silently +4 Search +11 Sense Motive +5 Sleight of Hand +11 Survival +9
Feats: Alertness, Improved Critical (Bite), Improved Sunder, Power Attack, Track
Region: Weave or Paradwyn
Organization: Solitary or herd (2-5)
Challenge Rating: 8
Control: +0

The nyrex is a large, ungainly creature which seems out of place in both Paradwyn and the Weave. It dwells along the floor of the Weave, or under the canopy of the Paradan woods. It likes to chew grasses and leaves, slowly savoring different tastes of vegetation. It may at times wander into Naroom or Bograth for different tastes (or rarely, even farther afield), but prefers the vegetation of its home.

Nyrexes value privacy and solitude. They can be somewhat secretive, and ignore questions which they do not wish to answer. A nyrex usually wanders alone, but occasionally a small group of them travel together for a while. Such groups are usually not defined by family ties, but more commonly form out of convenience. Nyrexes will work alongside magi, as long as a magi respects the nyrex and its desire for privacy.

Nyrexes also have a strong sense of compassion. They generally try to hide this by acting gruff and standoffish. But a nyrex will usually aid any injured creature, offering it a place to recuperate. The only exception is Core creatures.

Improved Grab (Ex): To use this ability, the Nyrex 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 swallow a creature of up to Small size.

Swallow Whole (Ex): The nyrex may attempt to swallow a creature of up to small size, by making a successful grapple check. Once inside, the opponent will take 2d8+7 damage from the nyrex's strong chewing jaws. A nyrex can only keep one Small creature, two Tiny creatures, four Diminuative creatures or eight Fine creatures inside its jaws. Creatures which the nyrex is storing for hiding later count against this total (as Fine creatures).

Plant Shape (Su): The nyrex can shape living plants. A nyrex can shape a cubic foot of living vegetable matter as a standard action at will. The nyrex cannot use this ability on plant creatures. A nyrex generally uses this ability to create hiding places for its charges. The changes last for one day, after which point the plant reverts to its normal shape.

Catch and Release (Su): The nyrex can aid a fellow dream creature that is injured. It will do this by a combination of several abilities which can only be used together, and only on a willing (or non-resisting) dream creature. The nyrex will Dreamwarp the creature down to Fine size, and simultaneously place it into a deep magical slumber, almost like suspended animation. While in this state, the creature gains Fast Healing 10.

It will then hide the creature in one of its many hiding places, letting it rest and heal while thus hidden. The creature will sleep as long as it needs to completely recover. Once the creature wakes, it will begin to resume its normal size (and usually need to quickly exit the Fine-sized hiding place). A nyrex will periodically check on its charges, quietly peeking in on the slumbering creatures. Each creature will be secreted in a different hiding place, and a nyrex will never reuse the same hiding place.

A nyrex will usually carry a dream creature in its huge mouth while seeking a hiding place, so hostile creatures will not be aware of its charge. This does not interfere with its tongue attack, and the nyrex can hold up to four creatures in its mouth. If a nyrex is returned to the Dream Plane while carrying creatures inside its mouth, all creatures are immediately awakened and restored to their original size.