Magi-Nation: Creatures - T

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


Taglat

Taglat
Hit Dice: d8
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Dream Cross, Dreamwarp
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX
Int XX Wis XX Cha XX
Skills:
Feats:
Region: Bograth or Paradwyn
Organization:
Challenge Rating: 5
Control:

This largish creature has a heavy-set body and four short legs. Its face is dominated by a huge chin. Its eyes glow softly, and it has a piglike nose. The creature is fat, and its clawed feet can barely be seen.

The taglat is

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


Terkoz

Terkoz
Hit Dice: d8
Initiative:
Speed: Fly 40 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:
Region: Paradwyn
Organization:
Challenge Rating: 3
Control:

This creature is a small bird with a large beak. It has a large crest, and an immense fan of plumage for a tail. The bird is pastel-colored, in several different hues.


Tharik

A shelled ocean creature. The creature's pointed shell is used by Orothe artificers to fashion weapons.


Thresh

Thresh
Small
Hit Dice: d8
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
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: 4
Control:

Thrybe

Thrybe
Magical Beast
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: D'Resh
Organization:
Challenge Rating: 1
Control:

This creature resembles a large bird. It has a fan-shaped tail, and its beak has a spike on the upper surface.


Tillant

Tillant
Outsider
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: , Core Resistance, Webbing
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX
Int XX Wis XX Cha XX
Skills: Climb + Jump +
Feats:
Region: Naroom
Organization:
Challenge Rating: 6
Control:

This large spider-like creature

Core Resistance ():The Tillant is resistant to creatures and spell effects from the Core (or other supernaturally evil sources). It has a triple Magic Circle of Protection against such creatures and effects, and also maintains a Minor Globe ... which only works against evil magics.

Webbing (Ex):(as huge spider)


Tithragar

Tithragar
Magical Beast [Cold]
Hit Dice: d8
Initiative:
Speed: 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:
Region: Nar
Organization:
Challenge Rating: 5
Control:

This creature resembles a wolverine or badger, covered with long blue-black fur. Its long claws are an icy pale blue-white.

The tithragar is a feisty creature


T'kanzam

T'kanzam
Hit Dice:
Initiative:
Speed: Fly
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:

This creature resembles a large toucan. Its beak is almost as big as the rest of its body, and colored in bluish tones. The bird's legs are long with an extra joint, letting it fold them up while perched. The bird's plumage are yellow tipped with blue, and its legs and claws are blue.

Dreamwarp (Su): The T'kanzam has the ability to Dreamwarp itself. Magi summoning an individual magor may dreamwarp it as it is being summoned.


Torpar

Torpar
Huge Magical Beast
Hit Dice: d8
Initiative:
Speed: 20 ft.
AC:
Base Attack/Grapple:
Attack: Bite
Full Attack:
Face/Reach: 15 ft./10 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 Paradwyn
Organization:
Challenge Rating: 3
Control:

This creature resembles a large turtle. Its shell is covered with growths resembling gnarled trees and moss-covered burrows. The rest of the creature's body is covered in a short brown fur.

The torpar is a large ungainly creature whicXXX. It acts as a communal host, providing a home to numerous creatures that dwell within the burrows and XXX upon its back. The structures protect the creatures, giving them cover and places to hide. A torpar can host as many as XX medium, XX small, or XX tiny creatures.


Tragan

Tragan
Large Outsider
Hit Dice: d8
Initiative:
Speed: ft., Swim
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5ft. by 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 (Orothe)
Organization:
Challenge Rating: 6
Control:

Skills: A tragan 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): Tragans may befriend a magi or creatures from Orothe.


Trask

Trask
Small Magical Beast
Hit Dice: d8
Initiative:
Speed: ft., Swim 10 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Shadow, Fearless
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: 4
Control:

The trask, also known as the vile yogu, is a creature which dwells in dank grottos and underground. It is is ferocious despite its small size, and has a fearsome bite. The trask also is absolutely fearless, and willing to attack even the largest of creatures.

Lifetap (Ex): In addition to its physical attacks, the trask also has the ability to tap into life energy. Whenever a spell is cast on another creature within 30 ft. which gives hit points (healing spells, etc), the trask gains 1hp/die of healing that the other creature receives. These may give the trask temporary hit points. The trask also has a 10% chance to benefit from other effects of such spells.

Fearless (Ex): the trask is immune to any form of fear.

Skills: A trask 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): Trasks may befriend a magi or creatures from Orothe.


Treepsh

Treepsh
Small Plant
Hit Dice: d8
Initiative:
Speed: Swim 40 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:
Region: Bograth or Paradwyn
Organization:
Challenge Rating: 2
Control:


Tremanth

A creature used by the Invaders as a beast of burden. It is huge and slimy. The Tremanth travels by slithering, but is stable enough to bear riders or palanquins.


Trogovo

Trogovo
Huge Aberration
Hit Dice: d8
Initiative:
Speed: 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:
Region: Underneath
Organization:
Challenge Rating: 6
Control:


Trulb

Flame Trulb Moss Trulb Trulb
Outsider [Fire] Outsider
Hit Dice: d8 d8
Initiative:
Speed: ft. ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
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: Cald or Bograth Bograth Bograth
Organization: Horde Horde Horde
Challenge Rating: 2 1 1
Control:

Trulbs are a family of creatures

Flame Trulb

familiarity: +1e/bograth or cald creature, whichever is less

Fireball (Su): The flame trulb can fire a small fireball at a single creature. This fireball does xd6 fire damage (Reflex save DCXX half, Con-based save).

Moss Trulb

Shifty

multiply: move 1e from each opposing magi to mt if you control another trulb

Trulb

Dream Hatch: get another creature

Trulb Horde (spell): get another creature


Treebit

See Tree Hinko


Tweave

Tweave
Diminuative Magical Beast
Hit Dice: 1d10 (6hp)
Initiative: +3 (Dex)
Speed: Fly 20 ft.
AC: 17 (+3 Dex, +4 size)
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 1ft. by 1ft./0 ft.
Special Attacks:
Special Qualities: , Weave
Saves: Fort + Ref + Will +
Abilities: Str 4 Dex 17 Con 10 Int 6 Wis 14 Cha 6
Skills:
Feats: Weapon Finesse (bite)
Region: Weave
Organization: Flock (3-18)
Challenge Rating: 1
Control:

The Tweave is a small bird native to the Weave. It is brightly colored, usually yellow or reddish, with tiny feet and an unusual beak. The tweave actually has teeth, unlike most birds, and its bite would be fearsome if the tweave were larger. The tweave can also open its jaws considerably wider than one might expect.

Tweaves frequently respond to the distress of a Weave Magi. Wild tweaves will frequently emerge into the physical world to aid a Weave Magi in the middle of a combat or duel. Sometimes they even appear around both magi when two Weave magi are duelling - the tweaves seem to think that playing with magi is great fun. Duels between Weave magi have even stopped while the magi watch the tweaves fighting each other, a sight that sometimes reduces the duellists to laughter.


Twee

-
Twee Wither Twee
Small Plant Small Plant
Hit Dice: 2d8 + 4
Initiative: +0
Speed: 20 ft.
AC: 15 (+1 size +4 natural)
Base Attack/Grapple:
Attack:
Full Attack:
Attacks: 2 limbs +3 or leaf +2
Damage: d6+1 (limbs), d4+1 (leaves)
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks: Flinging leaves
Special Qualities: , Fast Healing 2, Dream Aroma
Saves: Fort +4 Ref +2 Will +2
Abilities: Str 13 Dex 10 Con 14
Int 9 Wis 11 Cha 16
Skills: Hide +9* Spot +3 Listen +3 Wilderness Lore +3
Feats:
Region: Naroom Bograth
Organization: Solitary or Grove (3-10)
Challenge Rating: 1 2
Control: 3-5 HD (Small) 6-10HD (Medium)

The twee is a small tree-like Dream Creature. It scurries around the deep forest on ambulatory roots. Twees almost always travel in small bands. Naroom children enjoy playing spot-the-twee, since the twees can hide very well in the forest, and are quite willing to play with the children. They tend to be pleasant-natured.

The Twee is not without defenses though. It grows a few sharp, ridged leaves as a defense; these leaves are sharp enough to cut. When among friends, a twee will make sure these leaves are out of the way (for instance, to avoid hurting Naroom toddlers who want to play in its branches). A twee will have 2-8 of these leaves.

Dream Aroma (Ex):When a twee gets excited or agitated, it gives off a strong aroma. This aroma actually permeates into the Dream Realm, and attracts creatures there. The twee seems to be totally oblivious to the aroma - its purely automatic. If the twee suffers lethal damage in combat, it gives off a very strong burst of the aroma once it returns to the Dream Realm. This has the effect of attracting the nearest Dream Creature. If the Twee was controlled by a dream magus, the creature that first arrives near the twee is frequently one that may have been recently defeated itself. The aroma will also awaken nearby dream creatures that are in Slumber. The dream magus will be able to sense the other dream creature's return.

Fast Healing (Ex):Twees heal 2 points/round. They also regrow lost limbs.

Fling Leaves (Ex): The Twee can fling one of its sharp ridged leaves per round up to 40 ft (as if it were a throwing star).

*A Twee has a +8 to Hide checks in forests because of its natural camoflage


Twinklet

Crystal Twinklet
Tiny Fey
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Region: Underneath
Organization:
Challenge Rating: 3
Control:

Twunk

Twunk
Small
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach:
Special Attacks:
Special Qualities:
Saves:
Abilities:
Skills:
Feats:
Region: Naroom
Organization: Solitary or Grove (3-10)
Challenge Rating: 4
Control: