Pagajack | |
Tiny Outsider | |
Hit Dice: | |
Initiative: | |
Speed: | |
AC: | |
Attacks: | 2 claws |
Damage: | d2-3 |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | Weave |
Saves: | Fort + Ref + Will + |
Abilities: | Str 4 Dex 16 Con 13 Int 12 Wis 11 Cha 6 |
Skills: | |
Feats: | Weapon Finesse (claws) |
Region: | Weave |
Organization: | |
Challenge Rating: | 1 |
Advancement: |
Pagajacks have a form of group mind. They consider themselves individuals, but all pagajacks within 60 ft. know of, and automatically pass information to each other. Pagajacks constantly coordinate with each other. Some times Weave magi who are duelling each other have found their pagajacks sharing information with pagajacks controlled by their rival.
Pajick Pet | |
Tiny Aberration | |
Hit Dice: | |
Initiative: | |
Speed: | |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 5ft. by 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: | |
Region: | Weave |
Organization: | |
Challenge Rating: | 3 |
Advancement: |
Paradar | |
Hit Dice: | |
Initiative: | |
Speed: | |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 5ft. by 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: | Weave |
Organization: | |
Challenge Rating: | 4 |
Advancement: |
Paralit | |
Outsider | |
Hit Dice: | |
Initiative: | |
Speed: | Swim 30 |
AC: | |
Attacks: | Claw + |
Damage: | |
Face/Reach: | 5ft. by 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: | Orothe |
Organization: | |
Challenge Rating: | 3 |
Advancement: |
The paralit has a strong, almost jealous, attachment to its magus. Paralits are one of the most devoted Dream Creatures, and will do almost anything for their magus. Other Dream Creatures are wary around the paralits, because of their special abilities.
The paralit will gladly sacrifice its essence for its magus.
Power - Life Channel: 1: Discard Paralit from play. Add five energy to your Magi. Remove one energy from each of your Creatures as well.
"Must...have...energy!"
Giant Parathin | Parathin | |
Colossal Outsider | Large Outsider | |
Hit Dice: | 15d8 + | |
Initiative: | ||
Speed: | Swim 40 ft. | Swim 40 ft. |
AC: | ||
Attacks: | ||
Damage: | ||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
Special Attacks: | ||
Special Qualities: | ||
Saves: | 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 |
Skills: | ||
Feats: | ||
Region: | Orothe | Orothe |
Organization: | ||
Challenge Rating: | 10 | |
Advancement: |
This creature resembles an immense sea turtle with three pairs of flippers. Even from the distance you see what appears to be a small castle made from shells and barnacles growing from its back.
Power - Interchange: Discard Giant Parathin from play to discard your current Magi and bring another Magi into play face up. Put the discarded Magi on the bottom of your Magi pile face down. You may keep your Relics in play. The new Magi gets energy equal to her/his starting energy.
This creature resembles a sea turtle with three pairs of long flippers. Centered on its back is a transparent dome apparently filled with air.
"Look, it's a Paralit with barnacles on its back! No, wait, we're still several kilometers away...Oh...Mother of..." -Wence, Adventurer
Crystal Parmalag | Giant Parmalag | Granite Parmalag | Parmalag | |
Magical Beast | Large Magical Beast | Magical Beast | Medium Magical Beast | |
Hit Dice: | 8d8+ | 5d8+ | ||
Initiative: | ||||
Speed: | ||||
AC: | 23 (+14 natural, -1 size) | 23 (+12 natural, +1 dex) | ||
Attacks: | Horns + | Slam (rolling) + | ||
Damage: | ||||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
Special Attacks: | ||||
Special Qualities: | Damage reduction 15/+1 | |||
Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int 7 Wis 11 Cha 10 | Str 24 Dex 10 Con 18 Int 7 Wis 11 Cha 10 | Str XX Dex XX Con XX Int 7 Wis 11 Cha 10 | Str 20 Dex 12 Con 16 Int 7 Wis 11 Cha 10 |
Skills: | ||||
Feats: | Improved Bull Rush | Improved Bull Rush | ||
Region: | Underneath | Underneath | Kybar's Teeth | Underneath |
Organization: | ||||
Challenge Rating: | 7 | 5 | 8 | 3 |
Advancement: |
Magma Parmalag | Tunnel Parmalag | |
Magical Beast | Large Magical Beast | |
Hit Dice: | 8d8+ | |
Initiative: | ||
Speed: | ||
AC: | 23 (+14 natural, -1 size) | |
Attacks: | Horns + | |
Damage: | ||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
Special Attacks: | ||
Special Qualities: | ||
Saves: | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int 7 Wis 11 Cha 10 | Str 24 Dex 10 Con 18 Int 7 Wis 11 Cha 10 |
Skills: | ||
Feats: | Improved Bull Rush | |
Region: | Underneath or Cald | Underneath or Kybar's Teeth |
Organization: | ||
Challenge Rating: | 4 | 8 |
Advancement: |
Parmalags are subterranean creatures resembling worms or centipedes. They have 6 short legs, and a rock-hard segmented shell. This shell is among the hardest of any dream creature, and the parmalags have a reputation of being extremely difficult to injure.
In addition to the shell of the parmalag, giant parmalags also have horns, and their mandibles are much more pronounced. Their shell is even thicker than the parmalag's, and the giant parmalag is fond of digging itself in to make attacks against it futile. When it does this, it retracts its legs inside of its shell, similar to a turtle; the legs still protrude slightly to keep a rock-hard grip on the ground to prevent the giant parmalag from being turned over or lifted.
Giant Parmalags are not quite as flexible as their smaller cousins. While they can also curl themselves into a ball, they are not able to protect all of their vulnerable areas. They are not quite as aggressive as the parmalag because of this. Also, unlike their smaller cousins, they have 10 legs, rather than 6.
Power - Withdraw: 3: Giant Parmalag cannot be attacked until your next turn is over.
'Going Parmalag' -Underneath expression meaning 'on the defensive'
Living in the mountain peaks, the granite parmalag
The Parmalag has a curious attack ability. They are able to curl themselves into a ball; once all vulnerable areas are protected by their rock-hard shells, they attack by rolling at high speeds towards their targets. The only time that they are particularly vulnerable is after they have stopped rolling, and uncoil themselves while trying to reorient. At this time, they are slightly more vulnerable.
Power - Shield: 1: Parmalag is prevented from losing any energy from attacks until the end of your turn.
Pharan | |
Tiny Fey | |
Hit Dice: | |
Initiative: | |
Speed: | Fly 80 ft. (Good) |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 5ft. by 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: | Arderial |
Organization: | |
Challenge Rating: | 3 |
Advancement: |
Pharans are small winged creatures, resembling small faeries.
The pharans have a particular relationship with Narths, and frequently fly with them.
Pharans don't tolerate cold temperatures very well, so are rarely found near Nar
Power - Healing Rain: Discard Pharan from play to add its energy
to any one Creature or Magi in play.
Healing Rain (Su): Three times per day, a pharan may use a healing rain. This effect may be used on any creature, and it will heal the creature 1d8+2 hp. The pharan 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 pharan must succeed on a ranged touch attack if using this ability on a creature in melee or an unwilling target.
"Take deep breaths. The air is alive, and it will give of its life to restore you." -Jaela to Tony
Phrup | |
Diminuative Aberration | |
Hit Dice: | d8 |
Initiative: | |
Speed: | ft. |
AC: | |
Attacks: | Claw + |
Damage: | |
Face/Reach: | 5ft. by 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: | Orothe |
Organization: | |
Challenge Rating: | 1 |
Advancement: |
Huge Magical Beast | |
Hit Dice: | 10d10 + |
Initiative: | |
Speed: | Swim 50 ft. |
AC: | |
Attacks: | Bite + |
Damage: | |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | Improved Grab, Constrict, Poison |
Special Qualities: | |
Saves: | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
Skills: | |
Feats: | |
Region: | Orothe |
Organization: | |
Challenge Rating: | 6 |
Advancement: |
The Platheus (pl. Plathei) is a large creature of the deeps. In addition to its size and strength, the Platheus has a poisonous bite. Creatures struck by the poison must make a Fortitude save (DC=XX), or be sluggish for the next X turns.
Power - Soporific: 2: Choose an opposing Creature. That Creature connot attack during its owner's next turn.
'Bitten by a Platheus' -Orothe expression meaning 'lazy'
Chaos Plith | Plith | Tropical Plith | |
Tiny Fey | Diminuative Fey | Diminuative Fey | |
Hit Dice: | 5d6 | 3d6 | 4d6 |
Initiative: | |||
Speed: | Fly 50 ft. (average) | Fly 40 ft. (poor) | Fly 40 ft. (poor) |
AC: | |||
Attacks: | |||
Damage: | d4+poison | ||
Face/Reach: | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. | 5ft. by 5 ft./5 ft. |
Special Attacks: | poison | ||
Special Qualities: | Camoflage | Camoflage | |
Saves: | Fort + Ref + Will + | Fort + Ref + Will + | Fort + Ref + Will + |
Abilities: | Str 5 Dex 19 Con 12 Int 14 Wis 13 Cha 14 | Str 2 Dex 21 Con 10 Int 16 Wis 15 Cha 11 | Str XX Dex XX Con XX Int XX Wis XX Cha XX |
Skills: | spot+ listen bluff | spot listen healing sense motive diplomacy seach appraise kn arcana move silently hide | spot listen healing |
Feats: | Alertness, Weapon Finesse (sting) | Alertness, | Alertness, |
Region: | Core (Naroom) | Naroom | Paradwyn |
Organization: | |||
Challenge Rating: | 5 | 3 | 4 |
Advancement: |
The chaos plith shares none of the familiar foliage-like wings of the plith, but instead has two pairs of blood-red bat-like wings. Finally, it has a nasty barbed stinger at the tip of its tail.
Like plith, chaos plith can speak to magi in the common tongue.
Shadow (Ex): Chaos pliths may befriend a magi or creatures from Naroom.
Plith are the eyes and ears of Naroom. The magi use them to watch for intruders; their shape and coloration makes it very difficult to notice a Plith when it is still. When it believes it needs to pass its information to a magi, the plith will flutter to either its summoner or the Great Library, bearing its news.
lore (kn?), gust (of wind), heal (cure spell), pollen=deep slumberPlith can speak to magi in the common tongue.
Plith have a +8 to hide when still due to their natural camoflage while in forests
Effect - Warning: If Plith is attacked, draw a card. If Evu is your Magi when Plith is attacked, then draw two cards instead.
They bear the news from all over the forest to the ancient Loremaster.
it can flutter around similar to a butterfly, but not soar like a hawk.
Pody | |
Tiny Plant | |
Hit Dice: | d8 |
Initiative: | |
Speed: | ft |
AC: | |
Attacks: | Slam |
Damage: | |
Face/Reach: | 5ft. by 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 13 |
Skills: | Spot + Hide + Listen + |
Feats: | |
Region: | Weave |
Organization: | |
Challenge Rating: | 4 |
Advancement: |
Porphin | |
Hit Dice: | d |
Initiative: | |
Speed: | Swim 0 ft |
AC: | |
Attacks: | Gore |
Damage: | |
Face/Reach: | 5ft. by 5 ft./5 ft. |
Special Attacks: | |
Special Qualities: | |
Saves: | Fort + Ref + Will + |
Abilities: | Str XX Dex XX Con XX Int XX Wis XX Cha 13 |
Skills: | |
Feats: | |
Region: | Orothe |
Organization: | |
Challenge Rating: | |
Advancement: |
Primat | |
Small Outsider | |
Hit Dice: | d8 |
Initiative: | |
Speed: | ft. |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 5ft. by 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: | Cald |
Organization: | |
Challenge Rating: | 2 |
Advancement: |
This creature vaguely resembles a mushroom or turtle, with four feet. It has a face on one end, with glowing eyes. In the center of its back is what appears to be a smoking chimney.
This small creature, sometimes called a primroot
It is able to transform into a large fiery boar from Cald.
Coral Pyder | Pyder | |
Small Outsider | ||
Hit Dice: | ||
Initiative: | ||
Speed: | ||
AC: | ||
Attacks: | ||
Damage: | ||
Face/Reach: | 5ft. by 5 ft./5 ft. | |
Special Attacks: | ||
Special Qualities: | ||
Saves: | 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 |
Skills: | ||
Feats: | ||
Region: | Orothe | Bograth |
Organization: | ||
Challenge Rating: | 2 | 1 |
Advancement: |
Pylofuf | |
Small Outsider | |
Hit Dice: | d8 |
Initiative: | |
Speed: | ft. |
AC: | |
Attacks: | |
Damage: | |
Face/Reach: | 5ft. by 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: | Underneath |
Organization: | |
Challenge Rating: | 5 |
Advancement: |
The pylofuf is also known as the 'porkuslime' for obvious reasons. It doesn't dig through soil, but instead oozes through the cracks in rocks. Resembling a translucent gooey hedgehog, the pylofuf spends its entire life underground.
Imagine swimming though soil.