Magi-Nation: Creature Listing

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


Rabbage

Rabbage
Tiny Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 2.5 ft./0 ft.
Special Attacks:
Special Qualities:
Saves: Fort + Ref + Will +
Abilities: Str 4 Dex 19 Con 14 Int 6 Wis 10 Cha 10
Skills:
Feats:
Region: Naroom
Organization:
Challenge Rating: 3
Control: 0

This creature resembles a large green rabbit. Instead of fur, its skin resembles the surface of a plant leaf. Its belly is covered by finer plant-like fibers. The creature's tail resembles an artichoke head or a head of cabbage.

The rabbage is a frequent pest around Naroom, plaguing gardeners and harvesters alike. The rabbage will eat almost any type of edible vegetation, and plenty that isn't.


Rala

Rala
Medium Magical Beast
Hit Dice:
Initiative:
Speed: 60 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach:
Special Attacks:
Special Qualities: Dreamwarp
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Paradwyn
Organization:
Challenge Rating: 4
Control: -1

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

Wild blooming (multiple uses of power, discard at end) - tail gives same power.

Rask

Rask Rask Deserter
Small Magical Beast [Cold] Small Magical Beast [Cold]
Hit Dice: d8 d8
Initiative:
Speed: ft. ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision, immunity to cold, vulnerability to fire, Chill darkvision 60 ft., low-light vision, immunity to cold, vulnerability to fire, Shadow
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: Nar Nar
Organization:
Challenge Rating: 2 2
Control: +1 Nar +5, all other -5

Rask

This creature is a quadruped with a thick coat of dark fur, small but sharp claws, and a tail. It has two short horns on its head. It nimbly bounds across the snow field.

Rasks are small creatures found in Nar. They are frequently sought as companions by young magi, and those that ally with a magi are strong friends. Rasks form small families, relying upon their nimbleness to avoid larger threats. Rasks can be found nesting in small snow burrows or ice caves.

Rask paws are very broad, which distributes the weight over a larger area. This allows the creature to stand on snowfalls, with their paws acting like snowshoes. The rask primarily uses its claws to defend itself; its horns are not long enough to pose a threat. The rask's tail is strong, and the creature can use it to bludgeon.

Chill (Ex): The rask is surrounded by strong cold. All of the creature's melee attacks do 1d6 cold damage.

Satiate (Su): The rask can

Rask Deserter

This creature is a quadruped with a thick coat of pale fur, small but sharp claws, and a tail. It has two long horns on its head, curving back over its body, and spikes growing from its tail. It nimbly bounds across the snow field.

Rask Deserters separated from the other rasks long ago. Naran legend states that the first rask deserters arose from a group of rasks that had been set to guard a Naran settlement. However, they held a grudge against the Narans for some unknown reason. When the enemy arrived, the rasks were nowhere to be found, allowing the enemy to surprise the Narans. The enemy, and the settlement, are unknown (and vary with the telling), but rask deserters still carry a grudge to this day.

Shattering blow (Su): The rask deserter is adept at shattering an enemy's equipment. Once every 1d4 rounds, a rask deserter can ...

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


Raxis

Frost Raxis Raxis
Large Large
Hit Dice: 7d8 +
Initiative:
Speed: Fly 70 ft (average)
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 10 ft./5 ft.
Special Attacks: Thermal Stress Shatterfire, Heat Aura
Special Qualities: immunity to cold, vulnerability to fire immunity to fire, vulnerability to cold
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: Nar Cald
Organization: Solitary, Mated pair Solitary, Mated pair
Challenge Rating: 4 4
Control: +1 0

A Raxis (pl. Raxes) are large fiery bird-like creatures native to Cald.

Power - Shatterfire: 1: Discard any one Relic from play, unless the Ralic's Magi pays four energy.

"Raxis' Nest" -Cald expression meaning "one big mess"

Shatterfire (Su): This magical attack is a shatterng wave of heat that can crak almost any item or hurt their owners.


Rayalon

Rayalon
Medium Monstrous Humanoid
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
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: 6
Control: +2

This creature resembles a humanoid with wings, thick magenta fur, and a tufted tail. The creature has a bestial appearance and sharp claws. However, it is accompanied by a book which seems to be animated. A pair of tiny eyes gleams from the book's spine, and a sharp quill is attached with a short tether.


Rokarum

Rokarum
Large Outsider
Hit Dice:
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Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
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: Kybar's Teeth
Organization:
Challenge Rating: 5
Control: +2

This creature resembles a large gargoyle made from stone. It has a pair of horns, tusks, and a beard-like growth, all of which seem to be composed of glowing blue-white energy.

The rokarum is considered to be half-hyren, as it still has many features similar to its hyren brethren.


Rous

Rous
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
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: Bograth or Core
Organization:
Challenge Rating: 3
Control: +2

This creature looks like a large intelligent rat. It has a hunched back, and thick, matted fur.

The rous is a nasty rodent-like Dream Creature. It is unclear whether it was originally a Core creature that migrated to Bograth, or a Bograth creature that migrated into the Core. They are rarely seen, which makes their nature even more unclear; only a few magi of either Bograth or the Core can claim to have a Rous as a companion.

The rous uses terror tactics. They never attack openly unless specifically directed by a controlling magi, and even then they will only attack while another creature distracts their intended target. But they can flank as a thief, gaining a +2d6 damage when they attack from a flanking position. If at all possible, a rous will not stay in combat, but quickly retreat, and wait for an opportunity to snipe at their target again.

This harrassment does have a detrimental effect on a Dream Creature. When a Dream Creature is subjected to the harrassing of the rous, they frequently lose confidence. When a Dream creature suffers damage from the flanking attack of a rous, they must make a Will save (DC XX, Cha-based save); failure means they are shaken.

Wild rous will strike at creatures controlled by magi when they have the opportunity. This has prompted many magi to set traps for the creatures when in a territory known to have rouses. The traps are usually designed to inflict damage on the creatures, encouraging them to flee to the Dream Plane.

The rous are ultimately loyal only to themselves. A rous will abandon their magi, fleeing to the Dream Plane, rather than suffer a direct attack from an opposing creature. They will rarely defend other creatures controlled by their magi.


Rudwot

Cave Rudwot Flame Rudwot Polar Rudwot Rudwot
Medium Magical Beast Medium Magical Beast Medium Magical Beast Medium Magical Beast
Hit Dice 5d8 6d 5d8
Initiative:
Speed: 30 ft., Burrow 10 ft. 30 Ft., Climb 10 ft. 30 ft., Burrow 10 ft. (snow and ice only) 30 Ft., Climb 10 ft.
AC:
Base Attack/Grapple:
Attack: Bite, Claw + Bite, Claw + Bite, Claw +
Full Attack:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: Pounce, Trample
Special Qualities: Scent Scent Scent Scent
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: Climb, Climb + Climb + Climb +
Feats: Track Track
Region: Underneath Cald or Naroom Nar Naroom
Organization:
Challenge Rating: 3 3 4 3
Control: -1 +1 0

Rudwots are adaptable creatures that are fairly common in the Moonlands. They have six short legs ending in strong claws, which they use to grip surfaces they walk upon. Rudwots are also deceptively heavy, weighing as much or more than a fully grown man. They generally resemble lizards or badgers, although they have considerable physical variations.

Cave Rudwot

The Cave Rudwot is covered by shaggy fur. While the cave rudwot is only slightly larger than the rudwot, tits thick bushy fur makes it look considerably larger. Like many Underneath creatures, they emit light from their eyes to see. Their claws are hard enough to sink into stone, and they are frequently dig holes in the rock for shelter. When cornered in their homes, they fight ferociously (similar to a badger or wolverine).

Effect - Defense: If Cave Rudwot is attacked, add two energy to it before energy is removed.

Don't take on a Rudwot in its home, unless you like getting hurt.

Flame Rudwot

lithe six-limbed body and sleek fiery skin. Rudwots are clumsy beasts, she thought. Especially hot-headed flame rudwots! Always in such a hurry, scurrying around like maniacs and tripping over every third leg the flame rudwot’s head shot up, sending sparks flying in all directions. She looked into Krakkaka’s multiple eyes, cocked her head a moment as if in thought and then proclaimed, “Okay!” The she turned and leaped onto Krakkaka’s stony fin, digging her claws in to scrabble her way up to the pointed top. With an ungainly crash, the creature bowled into Tryn Warily, head down in the customary rudwot stalking pose, she approached the timber hyren and the forest rudwot. Drawing near, she sniffed each of the Life creatures thoroughly. Brilleon bore it with an air of disdain, but Flash wasn’t so gracious.

Rudwot

characteristic waddle

The Rudwot is a bright green in color, and about 8' long. It looks much more like a lizard than the Cave Rudwot. It is covered by fur/scales that resemble leaves. This covering shares properties of both fur and scales - broad like scales, yet flexible like hair. It gives the rudwot perfect camoflage in the trees of its home.

The rudwot is adept at climbing trees, and will attack prey from above. It has a forked tongue similar to a snake's, and uses that along with its other sharp senses to track prey. When it senses prey, it will leap from above, and use its weight to bear down upon the unsuspecting creature.

Effect - Trample: If Rudwot attacks a Creature that starts the attack with less than three energy, add two energy to Rudwot before energy is removed.

Good for clearing the weak off the battlefield.


Ruid

Ruid
Hit Dice:
Initiative:
Speed: 0 ft.
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: Bograth
Organization:
Challenge Rating: 2
Control: 0