Magi-Nation: Creatures - O

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


Obsis

Obsis
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh
Organization:
Challenge Rating: 2
Control: +0

This small furry creature vaguely resembles a large ferret. It possesses a greenish-gray spiked shell on its back.

The obsis is a shy creature of the arid wastes of D'Resh. It is quite rare, and D'Reshi magi seek these creatures out carefully. The obsis will not willingly associate with other Dream Creatures, and will not appear in the physical world if another Dream Creature is nearby.

The obsis is considered a herald of sandstorms. Generally, they only appear when a large sandstorm is imminent. An obsis has a sense of the nearby weather, and can provide this information to its magi. Typically, a sandstorm will appear within minutes of an obsis' arrival in the physical world. When the sandstorm arrives, the obsis returns to the dream plane once it is within the storm.


Olum

Olum Olum Digger Olum Fiend Olum Mystic Warrior Olum
Small Monstrous Humanoid Small Monstrous Humanoid Small Monstrous Humanoid Small Monstrous Humanoid Medium Monstrous Humanoid
Hit Dice: 3d8+3 (16 hp)
Initiative: +2
Speed: 20 ft. 30 ft., Burrow 10ft 20 ft. 20 ft. 30 ft.
AC: 17 (+1 size, +2 Dex, +4 natural) touch 13, flatfooted 15
Base Attack/Grapple: +3/+0
Attack: Slam +5 melee (1d4+1)
Full Attack: Slam +5 melee (1d4+1)
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Discorporate
Special Qualities: Aid Tremorsense Shadow
Saves: Fort +2 Refl +5 Will +4 Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 12 Dex 14 Con 13 Int 10 Wis 13 Cha 8 Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Heal +5 Hide +8 Search +4 Spot +4
Feats:
Region: D'Resh D'Resh D'Resh D'Resh D'Resh
Organization: Solitary or clan Solitary or clan Solitary, gang (3-8), or clan Solitary or clan Solitary or clan
Challenge Rating: 2 4 2 3 6
Control: -2 +0 D'Resh +5, others -5 +1 -2

The Olum family is a society of Dream Creatures which dwell in the Sands of D'Resh. They are usually friendly with the D'Resh magi, and magi who have befriended one olum can interact with others fairly easily. Olums are fully ambidextrous, able to use weapons or tools in either hand without penalty. Olums have small horns on their head, a carapace covering their torso, and broad feet that allow them to travel the sands without difficulty.

Olum society is caste-like. Each olum has specific responsibilities to their society, and they are adapted to serve in their role. Aside from a small number of D'Reshi magi, olums generally hide from the Eliwani and other Dream Creatures. In general, they prefer not to get caught up as pawns in magi duels. But the few magi who have befriended the olums find they are quite willing to duel, but only if the olum is given enough respect.

A typical olum clan will range from 5-30 individual olums. Of these, roughly half will be olums, while the rest are split roughly between the other types. Olum fiends are not usually included in clans, but a few rare clans include them.

All olums are naturally ambidextrous. They are able to use either hand effectively.

Olum

The common Olum is a small creature, standing about 3' high. They are able combatants, using their two gauntlet-like forearms. They also serve to support other olums, and therefore have the responsibility for healing and caring for the wounded. Finally, the common olum helps to coordinate the efforts of all other olums in the clan.

Aid (Su): Once every 1d4 rounds, an olum may aid another olum. This ability is the same as the spell in the Player's Handbook - it gives the target olum 1d8+3 hp, and also grants it a +1 to hit. The olum cannot use this ability on the same target more than once a day, and an olum can only benefit from one Aid at a time. Olums can only use this ability on other olums of any type.

Olum Digger

Olums typically live in small caves carved from the sandstone of D'Resh. Since the winds constantly fill caves with sand, the olums move from one area to another, staying ahead of both the sands and anyone who might wish to find the olums. The olum diggers have the responsibility to quickly excavate a new cave for the olum clan.

Olum diggers use special shovel-shields to dig through the sand and rock. The shovel-shields have points to help break up harder stone, as well as a scoop-like structure to help quickly shovel lose rock and sand out of the way. The shovel-shields should be considered an exotic weapon for anyone else who wishes to use them.

Shovel-Shield:

Olum Fiend

Beady, glowing, aqua-blue eyes partially hidden by a bony hood bony claws ripped and reptilian tails lashed,

Olum Fiends are the outcasts of olum society. They arise when Core energies taint the benign plague used to mature the olum, and the result is a twisted mockery of the original creature. Olum Fiends typically despise the other olums, and frequently work against them. Their vengeful nature also extends to other D'Resh creatures, and the olum fiends are quite willing to betray their fellows.

A few olum societies do welcome the fiends, directing their wrath toward rival clans or hostile dream creatures. Such societies are usually led by a charismatic leader. Discorporate (Su): The olum fiend has the ability to harm other creatures simply by a touch. Once every 1d4 rounds, the olum fiend may use a special touch attack on a target. The target creature takes 1d8+3 damage. Furthermore, the creature must make a Fortitude save, or lose its substantiality. The target gains the Illusion type for Shadow (Ex): The olum fiend ignores Core taint, and may serve a tainted master. It will even serve a true Core magi.

Olum Mystic

The Olum Mystic holds a special place in the Olum society. They select the role for each olum, and mold the olums into the forms best suited for their particular roles. An Olum Mystic will choose the role for a young olum at some point during childhood, based upon mystical prophecies. The Olum Mystic will inflict a benign plague on the young olum, which will help shape his body as it reaches maturity.

Plague (Su): The Olum Mystics discovered long ago that the plague they use to initiate changes in Olums can also cause great discomfort in non-Olums.

Warrior Olum

The warrior olums are the defenders of an olum clan. The warriors tower over the other olums, reaching about 5' or more in height. Their forearms grow a pair of sharp claws that resemble digging claws. Warriors are dangerous combatants, able to gauge enemies' skills fairly accurately.


Orathan

Orathan Orathan Flyer
Huge Magical Beast Huge Magical Beast
Hit Dice: 8d8 + 8d8 +
Initiative:
Speed: Swim 50 ft. Fly 50 ft. (Average), Swim 40 ft.
AC: 16 (+2 dex +6 natural -2 size)
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: improved Grab, Swallow Whole
Special Qualities: Dream Summons
Saves: Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 27 Dex 15 Con 21 Int 12 Wis 14 Cha 6 Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Orothe Arderial
Organization: Solitary or Pod (2-7) Solitary or Pod (2-7)
Challenge Rating: 5 5
Control: -2 +2

Orathans are huge whale-like creatures. They are generally quite rare.

Baby Orathan

This small whale-like creature is pale blue, has a yellow star with a red center on his forehead, and white wings in place of fins.

The baby orathan is an immature orathan flyer. Baby orathans are naive and curious. (Note: an immature sea-going orathan is called an orathan calf)

Orathan

The ocean-dwelling Orathans are predatory. They are able to swallow small creatures whole.

Like our own whales, Orathans occasionally get stranded on the beach by tides.

Effect - Engulf: If Orathan attacks a Creature with less than three energy at the start of the attack, Orathan gains two energy before energy is removed.

Skills (Ex): An orathan 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.

Orathan Flyer

This creature resembles a flying blue whale. Its flippers and flukes appear to be wings, or perhaps made from cloudstuff.

The Orathan Flyer has adapted to live among the clouds. Contrasting with its aquatic cousin, the Orathan Flyer is totally inoffensive. It does not need to consume food, but gains energy directly from the Dream Plane. However, it will defend itself if attacked.

Orathan flyers prefer wide open spaces, where they can fly freely without colliding with anything.

Orathan flyers are unique in that they can summon other Dream Creatures themselves. Since an orathan flyer never attacks other creatures, it probably developed this ability as a defense against other hostile creatures. An orathan flyer has a Dream Energy pool of 15, and can draw upon 6 points of energy per round. The summoned creature will not be controlled by the orathan flyer, but will ally with the orathan flyer (and its magi, if appropriate).

Orathan flyers were originally much more common than today. At one time, they were one of the dominant creatures to soar the clouds, emerging into the physical world at will. Nowadays, they are reclusive creatures, sought by magi for their gifts.

Energize: 2

Power - Summoning: Orathan Flyer can bring Creatures into play for your Magi. Remove the energy from Orathan Flyer to play the Creature.

Gust- This attack is a low-powered version of the move Cyclone. It is triggered by the flapping of the creatures wings and directed at a single target. Mist Dream

Effect - Caution: Orathan Flyer may not attack.

"They ruled the clouds before our fathers' fathers." -Jaela, Arderial Regis


Orish

Firestorm Orish Hurricane Orish Orish
Large Monstrous Humanoid [Fire] Large Monstrous Humanoid Medium Monstrous Humanoid
Hit Dice: 9 9 6d8
Initiative:
Speed: Fly 60ft (average)
AC: 14 (+2 natural +2 dex)
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Immunity to fire, vulnerability to cold Psionics
Saves: Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str 14 Dex 14 Con 10 Int 13 Wis 11 Cha 15
Skills: Autohypnosis +6 Hide +8 Intimidate +4 Intuit Direction +5 Listen +8 Move Silently +5 Sense motive +9 Spot +9
Feats: Flyby Attack, Power Attack
Region: Arderial or Cald Arderial or Orothe Arderial
Organization: Solitary Solitary Solitary
Challenge Rating: 5 5 3
Control: +2 +0 +0

Firestorm Orish

Hurricane Orish

Skills (Ex): A hurricane orish 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.

Orish

The orish is one of the most human-looking dream creatures; it has even been mistaken for a djinn.

The orish is able to hypnotize its target

Power - Hypnotize: 1: Choose any one player. That player must discard one card at random from his or her hand.

It scatters your thoughts to the wind.

Psionics (): at will Daze, Disable, Aversion, Lesser Domination, Mindwipe. Attack/Defense modes: Mind Thrust, Psychic Crush/Empty Mind, Mental Barrier


Ormagon

Ormagon
Huge Outsider
Hit Dice: 14d8 +
Initiative:
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AC:
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Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks: Devastate
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Underneath
Organization:
Challenge Rating: 10
Control:

The ormagon is the largest creature of the Underneath. Standing at 20 feet tall on average, an Ormagon is a potent defender of the Underneath.

The Ormagon has a thick carapace. This carapace is continually regenerated in layers, like a thick skin. The Ormagon's spores are under the carapace, and thus protected. This carapace, combined with its great size and strength, contribute to its fearsome reputation. But the combination of the spores interlayered with the hard shell-like layering can be devastating. The ormagon can explode the spores when it needs to - this sends shards of carapace flying with explosive force, like a giant shrapnel grenade. Depending on the size of the ormagon, the number of layers of carapace it has (larger ones have more layers), the ormagon itself may or may not survive the detonation of its spores. Even if it does, it will be severely weakened.

Underneath magi and creatures can either hear or smell the spores just before their ignition, and protect themselves as appropriate. Since damage from the blast has been observed miles from the original detonation point, the only safety is found behind a thick stone wall (or better yet, an out-of-the-way cave).


Ormalet

Ormalet
Medium
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Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
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Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Underneath
Organization:
Challenge Rating: 6
Control:

This creature

The ormalet is a smaller relative of the dreaded ormagon. They


Orok

Orok
Large Magical Beast
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Shadow
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Core (Naroom)
Organization:
Challenge Rating: 5
Control:

The Orok is a dark relative of the furok family, possibly corrupted long ago. They also have an empathic ability. An Orok will cause fear and uncertainty in a Dream Creature with its empathy. This effect is so potent that it will feed through the link between a Dream Creature and its magi.

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


Orpus

Orpus
Small Magical Beast
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Speed: Swim Fly
AC:
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Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Spell Resistance
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills: Spot +
Feats: Alertness, Improved Initiative
Region: Orothe
Organization:
Challenge Rating: 3
Control: -2

Orpuses are ray-like creatures specially trained by the Orothean magi. They are used to guard the Orothean Vault of Science, and they will readily attack trespassers. They will also willingly block any magical effect aimed at destroying the relics with their own body, darting in front of a magical attack, or sheltering relics underneath their wings.

While the Orpus is not a fast swimmer overall, they can dart very quickly for a short burst of speed. They are trained to use this burst of speed in defense of the relics they guard.

Effect - Relic Guard: If your opponent discards one of your Relics from play, you may remove one energy from Orpus instead of discarding the Relic.

Skills (Ex): An orpus 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.


Orshaa

Cloud Orshaa Sandstorm Orshaa Shimmering Orshaa Swirling Orshaa
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AC:
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Full Attack:
Face/Reach:
Special Attacks:
Special Qualities: Illusion Illusion Illusion
Saves: Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will + Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Arderial Arderial or D'Resh D'Resh D'Resh
Organization:
Challenge Rating: 1/2 8 8 6
Control: +2 +0 +2 +2

Orshaas are a family of enigmatic creatures, resembling tornados of sand or other material. They

Cloud Orshaa

The cloud orshaa

Sandstorm Orshaa

Sandstone Orshaas are

Stinging Sands (Su):

Shimmering Orshaa

A shimmering Orshaa

Illusion Twist (Su):

Swirling Orshaa

Swirling Orshaas

Morph (Su):


Osatch

Osatch
Small Plant
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Weave
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats: Alertness,
Region: Weave
Organization:
Challenge Rating: 2
Control: