Magi-Nation: Creatures - S

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


Sabreback

See Magma Jile


Sagawal

Small Magical Beast
Hit Dice: d8
Initiative:
Speed: 40 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision, Damage Reduction 5/-
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats: Alertness, Improved Initiative
Region: Kybar's Teeth
Organization: Solitary
Challenge Rating: 3
Control: 0

This creature is a small long-limbed quadruped with blue-grey fur resembling a cross between a rabbit and housecat. It has two spiralling horns, a beak-like mouth, and small, catlike ears. Its tail is long, and it has claws on each foot which are small but strong. It moves with a bounding gait.

The sagawal is a curious creature, constantly exploring. It will wander throughout the mountains, searching and observing. A sagawal also enjoys running and bounding around, and can often be found dashing from place to place. Sagawals are also known to venture into other regions to explore.

The sagawal is also known for its willingness to protect allies. If a sagawal is bonded to a magi, it will try to protect its magi's other creatures. A sagawal will try to


Sagaweave

Small Magical Beast
Hit Dice: d8
Initiative:
Speed: 40 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision, Weave, Shadow
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
Control: -1

This creature is a small long-limbed quadruped with greenish fur resembling a cross between a rabbit and housecat. It has a beak-like mouth, and small, catlike ears. Two spiralling horns grow from its head, and several shorter horns grow from its shoulders. A crest of grass-like growths runs from the back of its head to the tip of its tail. It moves with a bounding gait.

The sagaweave is a close relative of the sagawal. Sagaweaves have longer legs and a shorter tail, but otherwise are physically very similar. Their additional horns are defensive.

Like sagawals, sagaweaves are very observant and curious. They wander throughout the Weave, watching and listening for information. Sagaweaves also befriend magi easily, like their cousins. However, sagaweaves are also a little haughty; those that are bonded to a magi are devoted to that magi and her fellow creatures exclusively.

Weave (Ex): Sagaweaves are connected to the empathic Weave. They may also extend the link to nearby Core creatures.

Reweave (Ex): In addition to Weaving, a sagaweave can act as a relay point to two other creatures who wish to provide information or energy to each other. The sagaweave allows the two creatures to use the Weave ability as if the range between them was half of its normal range. The sagaweave can eavesdrop on any passed information, though they will not usually admit if they do.

Sagaweaves frequently use this ability to transmit information to or from Core creatures, particularly when the other creature is sensitive to the taint of the Core. Any information the sagaweave passes has the taint of the Core filtered out.

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


Saitorr

Tiny Aberration [Cold]
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 2.5 ft./0 ft.
Special Attacks:
Special Qualities: immunity to cold, vulnerability to fire
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Nar
Organization:
Challenge Rating: 3
Control: -1

This creature has a head with two large eyes. It has a mane of thick locks of pale hair, which cover the creature's shoulders. The creature has two limbs, which end in short claws.

The saitorr is a small friendly creature native to Nar. It bounds across the snow and ice on its two limbs with a leaping gait.


Saladarit

Medium Magical Beast [Fire]
Hit Dice: 9d10+
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: immunity to fire, vulnerability to cold
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Cald or Orothe
Organization:
Challenge Rating: 6
Control:

This eel-like creature has a head and forefins resembling those of a normal bony fish. However, the creature's body and eyes are apparently made up of flame, which tapers along the length of the creature's body. The flame of its body burns steadily even underwater. Its bony head is large, and it has a pronounced underbite.

The saladarit is a creature which dwells primarily in the waters surrounding Cald. It can be found on land, where it moves like a snake, but prefers to swim in water or magma. Saladarits are aggressive, and will actively defend their territory. They protect each other from threats, and are also willing to aid other friendly creatures.

Pervasive Flame (Ex): The saladarit's flaming body will burn anywhere, even without a source of air. It will even burn underwater, and cannot be extinguished either physically or magically. The saladarit's fire damage always applies. Objects touching the saladarit's body will catch fire normally. All of the saladarit's special abilities also have the pervasive flame property, though they can be extinguished magically.

Flame Bolt (Su): A saladarit can fire a line of fire from its eyes once every 1d4 rounds. The bolt has a range of 50 ft., and does 5d6 damage (Reflex save DC XX half, Con-based save).

Flaming Ward (Su): The saladarit may set up a flaming ward on another creature. If the creature guarded by this ward is attacked with a melee attack, the ward will ignite, doing 6d6 damage to the attacking creature. The ward detonates prior to the attack resolution. The ward will burn anywhere, even underwater. Before ignition. the ward is faintly visible, as a glowing aura.

A saladarit may only have one ward active at a time. The ward will dissipate at the end of 9 minutes or if the saladarit is returned to the dream plane. A saladarit may place a flaming ward on a second creature; this will cause the first creature's ward to dissipate.

Skills: A saladarit 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 damage from the saladarit's Flaming Ward increases by 2d6 for every 3HD it gains, and the duration increases by 1 minute/HD. When the saladarit reaches 14HD, it may maintain two wards at a time, and it may maintain three wards simultaneously when it reaches 18HD. The flame bolt increases by 1d6 damage/2HD, and the range increases by 10 ft./2HD.


Salamark

The salamark is a tiny dream creature from the Core.


Sandsifter

Large Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision
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: 10
Control:

This creature is a large quadruped with long limbs. It has numerous sharp teeth protruding from its jaws, and a row of tusk-like growths from the back of its jaws. Each of the creature's long limbs are jointed in an unusual way, and end in broad feet, each with seven sharp claws.

The sandsifter is a nomadic creature which wanders the Sands of D'Resh. Despite its bestial appearance, the creature is quite intelligent, and seen as a source of wisdom. It is respected by the D'Reshi for both its wisdom and magical prowess. The sandsifter is also an Oracle, and therefore it holds a very special place for the D'Reshi.

The sandsifter frequently burrows into the sand, keeping only part of its head above the surface. Sandsifters can maintain a springing crouch indefinitely, and will remain ready to spring while buried. They will erupt quickly from the sand if the need arises. If the sandsifter is forewarned about a threat, it will bury itself to gain the element of surprise.

Sandsifters also frequently dig in the sands looking for things, but they are usually evasive about what they are looking for. Most D'Reshi believe the sandsifters are searching for the clues to the interpretation of the Glorious Prophecy.


Sandsinger

Small Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision
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: 4
Control:

This creature has a bird's head on a tapering body. The creature has two strong limbs sprouting from its shoulders. The limbs have bat-like patagia flaps, and end in two-toed claws. The creature's body has a series of chest-plates running down the length of the creature. The body tapers below the shoulders, ending in a short tail. The creature is covered with small blue feathers. The patagia and its chest plates are sand-colored.

The sandsinger flies from place to place in the desert, seeking knowledge. It

ballad of the truth


Sarazen

Sarazen Guard Sarazen Keeper Sarazen Outcast
Large Dragon Large Dragon Medium Dragon
Hit Dice: d8
Initiative:
Speed: 20 ft., Swim 40 ft. 30 ft., Swim 40 ft. 30 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack: 5 Bites + (2d8+) 5 Bites + (2d8+) 4 Bites + (2d6+)
Face/Reach: 10 ft./10 ft. 10 ft./10 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision darkvision 120 ft., low-light vision darkvision 60 ft., low-light vision
Saves: 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
Skills:
Feats: Combat Reflexes, Alertness, Combat Reflexes, Alertness, Combat Reflexes, Alertness,
Region: Orothe Orothe or Underneath Bograth
Organization: Solitary Solitary or cluster (2-5) Solitary
Challenge Rating: 8 6 3
Control:

Sarazens are multiheaded creatures which resemble hydras or dragons. They have multiple dragon-like heads on long necks, which merge into a central body. They are intelligent creatures, and quite resourceful.

Each head of a sarazen has a distinct mind, though the minds also function collectively as a single entity. Other creatures sometimes find it confusing when the sarazen alternates between using its brains individually and functioning as a unified mind.

Because of their multiple heads, sarazens of any type cannot be flanked.

Skills: Sarazens are also quite informed about other dream creatures. They have a +4 racial bonus on any Knowledge check concerning general knowledge about other types of Dream Creatures.

Sarazen Guard

This multiheaded creature has five heads on long necks. The necks merge into a large serpentine body with strong, short flippers where its forelegs would be. The flippers and a pair of strong fins help to support the creature'e weight. The creature's tail is long.

The sarazen guard is used as a guardian. It

Skills: A sarazen guard 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.

Sarazen Keeper

This multiheaded creature has five heads on long necks, merging into a saurian body. The creature balances on two powerful legs, and a strong tail. It has no forelimbs. The necks and tail of the creature emit a phosphorescent glow.

The sarazen keeper is the most sociable of the sarazens. They frequently form small groups, working together for particular purposes. Sarazen keepers frequently try to serve magi as a group, because of their ability to work well together.

Sarazen Keepers have an unusual relationship with hyrens. Long ago, sarazen keepers forged an alliance with hyrens, supporting the hyrens of their regions. Today, sarazen keepers are

forged alliance strength in union

Skills: A sarazen keeper 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.

Sarazen Outcast

This multiheaded creature has four heads on long necks, merging into a small body. The creature has two strong legs, which give it something of a squatting gait, and a strong tail. The creature is partially covered in mossy growth, which helps it maintain camoflage in the swampy environment.

The sarazen outcast is the smallest variety of sarazens. They are antisocial creatures, bickering with other creatures and even among their own multiple heads. They direct their ire toward one particular creature type (hyrens, xyxes, etc). It is

Favored Enemy (Ex): Each sarazen outcast selects a single creature type (hyrens, xyxes, etc.) as a favored enemy when it reaches maturity. Against its favored enemy, a sarazen outcast gains


Sarbil

A Core creature supposedly encountered by Tony Jones in his adventures. It appears to be a construct, wielding a sledgehammer. A vicious face is centered in the torso. Little more is known about it. (shade pummel crush)


Sareb

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: darkvision 60 ft., low-light vision
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh
Organization: Herd (2-12)
Challenge Rating: 3
Control:

This creature resembles a miniature dinosaur with small cactus bushes on its back.

The sarebs are overly friendly creatures which are considered something of a nuisance. They are not particularly intelligent, and they are easily confused. Incompetent Ally


Sarf

Diminuative Magical Beast [Cold]
Hit Dice: 3d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 2.5 ft./0 ft.
Special Attacks: Snatch, Freezerburn
Special Qualities: darkvision 60 ft., low-light vision, immunity to cold, vulnerability to fire
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Nar
Organization:
Challenge Rating: 2
Control:

This creature resembles a squat penguin with a sharp blue bill almost as long as its body is tall.

The sarf is a creature which is commonly found on ice sheets and rugged icy terrain. It is an adept swimmer, and (unlike penguins) can even fly for short distances.

The sarf has a strong awareness of magic. It can sense the presence of magi, and eagerly seeks out relics. A sarf will try to snatch a relic from magi or other creatures, and flee with it to secrete the stolen relic in its nest. A sarf nest may contain stolen relics (treat it as having double normal treasure, magic only). Sarfs will keep the location of their nest a secret, and usually will not even reveal it to their magi.

Snatch (Ex):

Freezerburn (Su): A sarf can also disrupt the flow of magical energy to a spellcaster. Sarfs can emit a cold magic-draining energy in a 10 foot radius. This energy does 2d6 cold damage (Fort save DC XX half, Con-based save). It also causes magi (or other arcane spellcasters) to lose stored spells or magical power. Any spellcaster in the area of effect loses the equivalent of a second level spell - for magi, this means they lose 6 points of Dream Energy. A spellcaster who memorizes spells will lose a random 2nd level spell. A spontaneous spellcaster will lose a 2nd level spell slot. A Will save (DC XX, Con-based save) negates the magic drain.

If a spellcaster does not have a spell or spell slot of the lost level, they will lose a spell or spell slot one level lower.

A sarf can only use Freezerburn 3 times per day. They can only use the ability when the ambient temperature around them is below freezing.

Advancement: The sarf's Freezerburn increases by 1d6 cold damage for each 3HD it gains. The effective spell level for the drain increases by one level for each 2HD the sarf gains.


Saris

Crystal Saris
Medium
Hit Dice: d8
Initiative:
Speed: 40 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 120 ft., low-light vision, regeneration, enlarge, spell deflection
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Underneath
Organization: Solitary
Challenge Rating: 4
Control:

Sark

Sand Sark
Medium 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: darkvision 60 ft., low-light vision, scent, tremorsense
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh
Organization: Solitary or School (2-8)
Challenge Rating: 4
Control:

This creature resembles a short, stubby shark with an enlarged dorsal fin. Instead of forefins, it has a pair of forelimbs ending in small claws. The creature swims through the sand as if it were water.

Sand sarks are a predatory creature native to the desert. They hunt other creatures, swimming just below the surface of the sand. They are agile leapers, and will leap from the sand to attack. Sand sarks prefer to attack larger creatures, and multiple sarks will cooperate to bring down large prey.

Sand sarks can swim in water, though they prefer not to. They do not breathe water, but instead have to breathe by leaping into the air. They can use their swim-burrowing in soil, but not solid rock.

Skills: Sand sarks have a +8 racial bonus on Jump checks.


Severos

Medium Aberration
Hit Dice: d8
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft.
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Core (Orothe)
Organization:
Challenge Rating: 6

Control:

+2

This creature resembles a three-legged octopus. It has a mouth on the side of its main body, which has a number of broad, strong teeth. Two pale eyes flank the creature's mouth. Each of the creature's tentacles ends in a sharp talon.

The severos dwells in the deepest part of the oceans, where the light is dim. It lairs in undersea caves or grottos, where it can observe other creatures and magi without being seen. They are difficult creatures, generally antisocial, and territorial.

A severos will frequently support its weight on its tentacles. Normally, the severos is not buoyant, though it has internal bladders which allow it to float to the surface or swim easily. A severos will sometimes spy on activities on the surface, keeping only its head above water.

Mind dredge (Su): The severos can delve into an opponent's mind, dredging up the memory of a creature that was recently summoned. The severos can create a likeness of this creature, drawing upon the victim's memory and its own energy. A severos has a pool of XX Dream Energy, which is used as if the severos were dream-summoning the creature. If a severos is trying to use Mind Dredge to create a non-Dream Creature, it uses Dream Energy equal to 3 times the CR of the creature, as if it were a Dream Creature.

The Mind-dredged creature is a mental puppet of the severos. It is not a true Dream Creature, and will not leave Animite if defeated. If the mind-dredged creature is defeated, the severos will take XX damage from feedback, so it will prefer to keep its minion(s) protected. A severos may maintain several creatures simultaneously, and it can voluntarily dismiss any of its summoned creatures at any time.

Skills: A severos 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.

Shadow (Ex): A severos may befriend a magi or creatures from Orothe.


Sharbloot

See Weethan


Sharkalith

This is a gargantuan shark-like creature with giant crab-like claws. Its body is colored blue, while its underbelly is white. Its claws, which are larger than its head, are colored red and have many spikes on them. Its eyes glow red.

The sharkalith is a dream creature native to Orothe. It can create waves or strong currents by using its claws to agitate the water.


Shirdor

A powerful dragon-like creature. It is white, with green feathered wings. It is native to Naroom and Arderial.


Shryque

Tiny Magical Beast
Hit Dice: d8
Initiative:
Speed: Fly ft.
AC: (+2 size + dex)
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Core (Arderial)
Organization:
Challenge Rating: 2
Control:

A nasty foul bird, the shryque is known for its high piercing cries. The shryque prefers areas where no magi and their dreams cloud the dreamscape. Otherwise, the shryque will lair in ominous forests or within forgotten cloudbanks.

The shryque has a posture similar to a vulture. Its head is dominated by one huge eye.

Shriek (Su): Instead of attacking, the shryque can emit a piercing shriek. This cry will ...

Shadow (Ex): Shryques may befriend a magi or creatures from Arderial.


Sikra

Sikra

Medium Aberration

Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach:
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 or Underneath
Organization:
Challenge Rating: 6
Control:

illusion insubstantial


Silth

Rock Silth Silth Giant
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach:
Special Attacks:
Special Qualities:

immune to fire, vulnerable to cold, Damage Reduction 5/-, tremorsense

immune to fire, vulnerable to cold, Shadow, tremorsense

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: Cald or Kybar's Teeth Cald
Organization:
Challenge Rating: 11 10
Control:

Silths are

Rock Silth

Silth Giant

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

resembled a large curved rock with gems set into it emerging from it. Lava oozed off of the creature, flowing over the edge of the chasm and spilling out onto the rock they stood on. Omi was on his rear, pushing himself backwards as fast as he could, stuck in that fear that causes one not to notice the fastest way to escape. “Wh-what is that?” the girl, likely named Miranda, gasped out. “You are not from around here,” Aria muttered, “It’s a silth, you stupid girl! The killers of Cald! They swim in lava flows, but they don’t bother with waiting for the volcanos and what have you to make their paths, no...You see that fin? You see that? That bloody thing is strong enough to push through rock and dirt, and carve it’s own path!” The giant rock silth careened past her, breaking and destroying the ground where she had just been. Lava poured out of the path it made, and she stumbled as she picked herself up, trying desperately to get out of the way. The silth reached her at last, and with slow paws, they pulled themselves out of the lava. Ugly beasts, they were, with what looked like rocks growing out of their skin. If they had eyes, Aria couldn’t see them, and she briefly wondered how they even knew any of them were there. Then again, that was a moot point at the moment. Aria was already making her next spell as the silth let out a roar of agony. It then did something she was incredibly unprepared for, and something that nearly cost her her life: it leaped. Out of the lava. At her. Lava splashed across the ground as it soared through the air (although perhaps soared was an incredibly inefficient way to describe its less-than-graceful arc), and all Aria could see was a large mouth coming towards her. Swallowing, she let her spell fly. The napalm shot inside the creature’s mouth, lighting it up briefly, before disappearing into its stomach.


Skullek

Small Magical Beast
Hit Dice:
Initiative:
Speed: 20 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: D'Resh
Organization:
Challenge Rating: 3
Control:

This creature somewhat resembles a large tortoise. Rather than a typical shell, the creature's shell resembles a skull of a large horned creature. A single horn rises from the skull-shaped shell from the skull "nose" over the creature's head, and two more curve over the creature's hips.

Inspire Persistence


Slarnath

Slarnath

Medium Monstrous Humanoid

Hit Dice:
Initiative:
Speed:

0 ft.

AC:
Base Attack/Grapple:
Attack:

Claw +

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: Solitary or family (2-5)
Challenge Rating: 3
Control: -1

This creature is mostly covered by a thick damp fur. The creature has elongated arms, and its hands and feet end in claws which are concealed beneath a thin layer of dank fur. The creature has two large horns on its head. It has a mantle of golden fungus growing over the fur in its shoulders and chest and in patches elsewhere.

The slarnath initially appears to be a drooling monstrous creature. However, it is actually quite intelligent, and is an able companion to Bograth magi. The slarnath is particularly adept at helping to command other Dream Creatures, allowing its magi to focus on casting spells or other tasks. A slarnath has a keen sense of tactics, and will direct and coordinate the creatures quite effectively.

Tactics (Ex): Dream creatures within 60 ft. of the slarnath, and under its direct command, receive a +1 competence bonus on

Dream Demand (Su): A slarnath

Wild slarnaths will usually coordinate with other creatures in the area. Bograthians know that whenever a slarnath is encoutered, there will likely be numerous other dream creatures nearby.


Speag

Speag Speag Sprouts
Small Plant Tiny Plant [Immature]
Hit Dice: 4d8+ 1d8+
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 2.5 ft./0 ft.
Special Attacks:
Special Qualities: Weave Weave
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats: Alertness,
Region: Weave Weave
Organization: Solitary or Connected group (3-4)
Challenge Rating: 2 2 (as a connected group)
Control: 0 0

Speags are generally inoffensive creatures native to the Weave. They are deceptively tough opponents, combining the tenacity of weeds with the resilience of oaks. In addition, speags are alert, watchful creatures, and they are frequently one of the first creatures to respond to a threat within the Weave.

Weave (Ex): Speags of all varieties are connected to the empathic Weave.

Speag

This creature stands on several long stalks of grass, which serve as its legs and arms. The stalks join in the center of the creature, at the top of its head. The head of the creature resembles a ball of grass stalks wound together, with a single eye peeking out.

Speags are frequently used as sentries by Weavers. They are diligent creatures, who will defend the Weave and other creatures without hesitation. They are also intelligent workers, serving magi in a variety of other tasks. Speags are tireless.

Work Watch Weave

Speag Sprouts

These creatures each resemble balls of grass stalks wound together, with a single large eye peeking out. Several grass stalks grow from the top or bottom of the head, serving as legs and arms.

Speag Sprouts are immature speags. They have shorter stalks for limbs, and therefore are not as fast. Speag sprouts also frequently flip over, keeping their stalks below their head, to have a slightly better field of view.

When they first are born, the group of speag sprouts are all connected, typically by the creatures' limbs. As the speags mature, their limbs will elongate, and each of the speags will separate from the others. Magi who bond with a group of speag sprouts forms a bond with the whole group. As the creatures grow, one will remain bonded with the original ring, while the others will become wild. Many mature speags remain with their magi though, and it is not unusual for Weavers to possess several speag rings, each of which was originally part of the same group of speag sprouts.

Advancement: 2HD: connected group divides, leaving 2 sprouts connected and bonded to ring. 3HD: Size increases to Small. All sprouts physically separate, one remains bonded to ring. 4HD: Becomes a mature speag. At each step of growth, the sprouts which separate and do not remain bonded to the ring will be favorably disposed to their former magi, and may be willing to rebond with the magi.


Sphor

Sphor
Large Monstrous Humanoid
Hit Dice:
Initiative:
Speed: 20 ft., Swim 30 ft.
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: Power Attack,
Region: Orothe
Organization:
Challenge Rating: 2
Control:

This creature resembles a large humanoid with crustacean features. It has a small head

The sphor is a large scavenger of the deeps. It prefers carrion, and also can subsist on energy released by defeated Dream Creatures.

The sphor is also a resourceful creature. Though not highly intelligent, a sphor is quite cunning. It will harass its foes

Effect - Scavenge: Every time one of your Creatures is discarded from play, add one energy to Sphor. Resourceful - discard relic from hand to remove relic cost from creature (charm).

Skills: A sphor 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.

It never goes hungry during a war.


Spindle

Supposedly a strange Core creature encountered by Tony Jones in his adventures. Little is known about it, although it might be a Construct of some type. Evidently it resembles a cuckoo clock. scratch haunt tictoc


Stagadan

Stagadan Stagadan Charger
Medium Magical Beast Medium Magical Beast
Hit Dice:
Initiative:
Speed: 40 ft., Fly 60 ft (good)
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 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: Dodge, Fly-by Attack,
Region: Naroom Naroom
Organization:
Challenge Rating: 3 4
Control:

Stagadan

This creature resembles a small pegasus with a unicorn's horn. It is about the size of a small pony. The creature's wings seem to be made of leaves, not feathers. It has a mane that circles its neck (like a lion) and its 3-foot long horn curves slightly upward.

The stagadan is a graceful creature which dwells in the forests of Naroom. It is a playful creature, fond of chases

Enhanced Dodge, magical/other sense?

Catch it if you can.

Stagadan Charger

This creature

The stagadan charger is a slightly larger version of the usual stagadan.


Stinglas

A Stinglas is a large insect-like dream creature native to D'Resh. They are tough (estimated CR 6-7) creatures, and have both magical and physical attacks. They also have the Shadow trait, and will serve D'Resh shadow magi.


Stuff

Black Stuff Green Stuff
Small Ooze Small Ooze
Hit Dice: 2d8 1d8
Initiative:
Speed: Swim ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: Regenerate
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Bograth Bograth
Organization:
Challenge Rating: 1 1/2
Control: -1 -3

Stuffs are small ooze creatures which primarily inhabit the swamps of Bograth. They are among the least intelligent of dream creatures. However, they are favored by many Bograthians, since they are easy to manage. Stuffs will consume almost any type of organic material.

Black Stuff

This creature is a dark colored ooze with a tarry consistency. It seems to form lasting shapes, such as a gaping toothy maw. A single eye is extruded from the central mass on a long tendril.

Its eye is usually extruded from its central mass. The Black Stuff has more internal cohesion than many oozes, and can maintain a constant shape for a while. It prefers to form menacing shapes like horns, a mouth full of teeth, or similar shapes. Black Stuff dwells primarily on land.

Green Stuff

This creature is an olive-green colored ooze. One eye gazes at you from the center of the slimy mass.

Green Stuff is a small ooze which dwells primarily on the surface of fetid pools. It has a slimy consistency.

While in the water, Green Stuff can slowly extend its reach by making itself more diffuse. If undisturbed, a green stuff can increase in size to Medium in 2 rounds, Large size 4 rounds after attaining Medium size, and Huge size 8 rounds after that. A green stuff cannot increase its size above Huge, and the green stuff's reach remains 5 ft., despite its size increase. The Green stuff does not gain any increase to its stats or damage due to size, though it does gain bonus hit points.

If the green stuff is attacked, it stops the growing process, and begins to shrink at the same rate.


Sylorum

Large Magical Beast
Hit Dice:
Initiative:
Speed: 20 ft., Swim 30 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 10 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: 6
Control:

This creature has a small head with fan-like ears, a long neck, and a long tail. The creature's body is enormous and bloated. It has two wing-like flippers, one on each side of its body. The creature is pinkish with brown patches.

Sylorums are creatures which prefer to dwell near undersea cities rather than in wilder areas. They are not physically powerful or nimble, so they rely instead on magical ability. Sylorums are intelligent, and quite

Sylorums are omnivorous, but also draw sustenance from relics. Sylorums frequently forage for discarded magical items which may retain some residual magic. A sylorum can swallow even large items whole. As the magic is consumed, any excess energy is converted to sound and emitted from the creature's body. A sated sylorum frequently emits an unpleasant squealling sound as it expels the excess energy.

A sylorum will not digest working magical items, but instead retain them for its special ability.

Relic Affinity (Ex): A sylorum can swallow a working relic, and use it as if it were readily available. A sylorum can store relics in its enormous gut, in special pockets which protect them from harm. These relics will not return to the dream realm, so if the Sylorum is defeated, they will remain in the physical world. A sylorum can regurgitate a relic it has stored as a full action, which provokes an attack of opportunity.

A wild sylorum will typically have several relics available in its gut (Sylorums have double normal treasure for a monster of their CR, for magic items only). Magi have learned to be wary of sylorums, since the abilities they can command are unpredictable. Magi who befriend a sylorum frequently allow it to carry and use their relics.

Skills: A sylorum 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.


Syre

Small Aberration
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: Underneath
Organization:
Challenge Rating: 3
Control:

This creature resembles a fat snake with crystal growths covering its back. It has two small eyes, and two small antenna-like protrusions for a nose. The creature's mouth is small.

The syre prefers to lair in tunnels, where it awaits other burrowing creatures. They are somewhat timid and agoraphobic, and are rarely found outside of tunnels. However, a few Underlings have

A syre will attach itself to another creature, leeching energy from it. As it does so, the syre forms a strange mental link with the creature, sifting through residual memories and thoughts. The other creature finds themselves able to remember things more clearly, as the syre helps to eliminate extraneous mental baggage. This generally does not harm the other creature.

Undream Tap (Su): While the syre normally does not draw enough energy from a creature to harm it, the syre can accelerate the process in order to retrieve information. This will do XX damage to the creature (which is not preventable). However, the syre is also able to reach deeper into the creature's mind for information. A bonded syre can provide this information to their magi.

Undream Drain (Su): Rather than draining a small amount of energy from an allied creature, the syre can drain energy from a hostile creature quickly. The syre must succeed in a bite attack (and attachXXXX). On following rounds, the syre's drain will do XX damage each round to the opposing creature as long as the syre is attached.


Szalak

Medium Magical Beast
Hit Dice: d8
Initiative:
Speed: 40 ft., climb 30 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks: Pounce, Poison
Special Qualities: Supercharge
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats: Tunnel Fighting,
Region: Core
Organization: Solitary or Swarm (3-18)
Challenge Rating: 4
Control: +2

This six-legged spider-like creature gazes at you balefully. Its body is covered with blue fur, though its barbed legs are largely hairless. Its feet end in large claws, each of which resemble a small fanged skull. The creature emits a low buzzing hum.

The szalak is a dangerous creature of the Core. It is a crafty creature, with potent physical attacks. In addition to its physical abilities, the szalak is charged with dream energy. This energy causes the hum, almost as if the creature were electrified.

Because of the creature's buzzing hum, szalaks are usually heard before they are seen. They prefer to lair in tight spaces, such as twisted caverns or the hollows of old rotten trees. In such spaces, their hum echoes, confusing potential opponents. A szalak will usually lair near others of its kind, and the multitude of buzzing masks the movements of individual szalaks.

Szalaks are not particularly dependable dream creatures. They are quite difficult to control, and few work well with magi. However, many Core magi try to befriend a szalak, using them when the need is dire.

Poison: The szalak's mandibles secrete a poison.

Supercharge: The szalak may attempt to intensify the dream energy in its body, drawing more energy from the Dream Plane. The szalak attempts a Focus (Concentration Check, DC XX). If successful, the szalak gains more dream energy, which increases its damage by XXX. A bonded szalak may instead increase its damage by XXX, and provide XX dream energy to its magi. If the Concentration check is unsuccessful, the szalak overcharges itself and returns to the dream plane. The szalak may repeatedly supercharge itself, but the DC for the Concentration check increases by +4 for each previous successful supercharging.

Supercharging does not affect the amount of animite left by the szalak if defeated. A bonded magi cannot gain the extra energy by undreaming the szalak, nor does it affect the szalak in any other way.

Skills: Szalaks have a +8 racial bonus on climb and jump checks.


Szhar

Medium Monstrous Humanoid
Hit Dice:
Initiative:
Speed: 20 ft, fly 40 ft. (average)
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft.
Special Attacks: Snatch,
Special Qualities: Recurring
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: D'Resh
Organization: Solitary, Family (2-5) or Community (6-20)
Challenge Rating: 5
Control: -2

This creature resembles a humanoid bat. Its head resembles a bat's, but with very long ears and an underbite. It has wings from its elbows to beyond its sharp claws. Its hands are fully formed, with four sharp claws, while its feet also have sharp claws and a heel spike. Short spikes also grow from its elbows and heavy brow.

The szhar is a common creature found in the deserts of D'Resh. They form small communities, building nests within arid buttes and other elevated rock formations. Szhars are dedicated to their community and - if bonded - their magi. They are also willing to aid other magi, even if not bonded. Some solitary szhars will even seek out magi to bond with, and szhars are a common companion of D'Reshi.

In combat, szhars prefer to snatch opponents with their feet, lifting them into the air. If they are not airborne, a szhar will attack with both claws and bite.

Legacy

Recurring (Ex): Szhars are recurring creatures. They are summonable by D'Reshi even without an Animite Ring. The tales needed to summon a szhar are typically tales about loyalty and community.