Magi-Nation: Creatures - V

A-B-C-D-E-F-G-H-Hyren-I-J-K-L-M-N-O-P-Q-R-S-T-U-V-W-X-Y-Z

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


Vaal

Greater Vaal Vaal
Outsider Outsider
Hit Dice:
Initiative:
Speed: Fly 30 ft (poor) Fly 40 ft (poor)
AC:
Attacks: Spike-Ram + Spike-Ram +
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: Cald Cald
Organization:
Challenge Rating: 5 3
Advancement:

Vaals are unusual creatures that appear almost like animated floating masks with a number of horn-like protrusions. They are surrounded by an aura of heat and flame, and attack by ramming their spikes into their opponents. They fly fairly swiftly, but prefer to keep near the ground.

Vaals are fairly durable creatures, apparently made of minerals. They are able to focus the heat of their aura for a variety of effects, depending on the type of vaal.

Greater Vaal

Greater Vaals are able to immolate themselves, creating a huge flaming danger. This flame extends 5 feet outward from the greater vaal, and anyone it attacks is guaranteed to take damage from the flames.

Unfortunately, many greater vaals burn themselves out when immolating.

Power - Immolate: 5: Choose any Creature or Magi. Roll two dice. Remove that much energy from the chosen Creature or Magi.

Don't make it angry. You wouldn't like it when it's angry.

Vaal

The vaal can generate a magical shield effect with its aura. This shield is caused by extreme temperature differentials, and the discontinuity somehow produces a magical barrier. This is very temporary though, and the vaal can only perform this effect when it is attacking. The shield grants it +X AC, and allows it to charge into enemies without too much worry.

Power - Shield: 1: Vaal is prevented from losing any energy from attacks until the end of your turn.

Putting up the shield will hurt your Vaal a little. Attacking without the shield can hurt your Vaal a lot.

Rarity: R


Vard

Ember Vard Vard
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 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: Arderial, Cald Bograth
Organization: Solitary, Flight (2-8) or Stampede (9-20) Solitary, Flight (2-8) or Stampede (9-20)
Challenge Rating: 2 2
Control:

Vards are a family of insectoid dream creatures that resemble large wasps. They are drawn to magical energy. While they resemble vermin, vards are somewhat intelligent.


Vashp

Cyclone Vashp Shock Vashp Spore Vashp Thunder Vashp
Small Outsider Small Outsider Small Outsider Small Outsider
Hit Dice: 6d8 d8 3d8
Initiative:
Speed: Fly 60 ft. (perfect) Fly 60 ft. (perfect) Fly Fly 60 ft. (perfect)
AC:
Attacks:
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: cyclone strike Shock Thunderclap
Special Qualities: Electrical Resistance 10 Elecrical Resistance 10 Electrical Resistance 10 Electrical Resistance 10
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: Hide + Hide + Hide + Hide +
Feats:
Region: Arderial Arderial Underneath Arderial
Organization:
Challenge Rating: 4 2 3 2
Advancement:

Vashp appear to be snakes made out of clouds. They control the air around them, and can curl the winds around their opponent with a frightful force. They prefer to hide in clouds, and strike at prey after quickly emerging from the cloudbank. Fortunately, vashps do not need large amounts of food or energy, so they hunt only occasionally. They spend the rest of their time amusing themselves.

All vashps have a +6 to hide while in cloudbanks, due to natural camoflage.

Cyclone Vashp

The cyclone vashp is fond of surrounding itself with a tornado-like force. The winds continuously twist around the cyclone vashp, even when it is relaxed. When angered, the cyclone vashp can raise these winds to a terrifying gale.

Other Arderial creatures avoid the cyclone vashp, particularly when its angry. A cyclone vashp will pick up anything - even friendly creatures - to batter the target of its wrath. Since it generates the winds from above, and then focuses its cyclone strike as the winds build in speed in the lower part of its vortex, aerial creatures are used frequently as ammunition for the vashp's strikes. It will also simply loop itself around its target and let its winds tear at its prey.

The cyclone vashp moves in a similar fashion as a constrictor snake. When it is fond of a magus, it will curl its winds around them in a friendly, almost cuddling manner. Few magi allow the cyclone vashp to circle them for long, since the cyclone vashp gets easily distracted, and at least one magus has gotten quite dizzy as the vashp suddenly decides to uncoil without regard to their safety.

Power - Cyclone: 1: Discard any one of your Creatures from play. Remove as much energy as that Creature had from any one other Creature in play.

"Attacking the Vashp" -Naroom expression meaning "courting disaster"

"Befriending the Vashp" -Arderial expression meaning "courting disaster"

Thunder Vashp

The thunder vashp is a little smaller than the cyclone vashp. It does not cause the winds to circle, but rather they flow along its length. A thunder vashp strkes prey similar to a poisonous snake. This strike is extremely fast - quicker than the human eye can follow.

The thunder vashp will sometimes generate enough force and speed to create a thunderclap when it strikes. This creates a loud sound, generally stunning smaller (or wounded) prey. When the vashp performs this attack, it uses the remaining magical energy within it to strike so quickly that the vashp actually disappears back to the Dream Plane after the strike happens.

Thunder Vashps are easily excited, and they love to race around thunderclouds.

Power - Thunderclap: Discard Thunder Vashp and any one opposing Creature, with three or less energy, from play.

When the echoes faded, the Vashp and its victim were nowhere to be seen.


Vellup

Dark Vellup Elder Vellup Vellup
Outsider Medium Outsider Tiny Outsider
Hit Dice: d8 d8 3d8
Initiative: +5 (dex)
Speed: Fly . (good) Fly 0 ft. (good) Fly 90 ft. (good)
AC: 21 (+5 dex +2 size +4 Natural)
Attacks: Bite Bite Bite +10
Damage: d6 d6 d6 - 2
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks:
Special Qualities: Electrical Resistance Flock Summons, Electrical Resistance 10
Saves: Fort +3 Ref +8 Will +5 Fort +3 Ref +8 Will +5 Fort +3 Ref +8 Will +5
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX Str 7 Dex 21 Con 10 Int 10 Wis 14 Cha 18 Str 7 Dex 21 Con 10 Int 10 Wis 14 Cha 12
Skills: Spot +8 Intuit Direction +8 Listen +8 Move Silently +11
Feats: Weapon Finesse (bite)
Region: Core Arderial Arderial
Organization: Flock () Flock () Flock (3-18)
Challenge Rating: 5 2
Advancement: 4-5HD (tiny) 6-8HD (small)

Vellups are bird-like creatures. They resemble a bird whose head and body have been merged. Like most Arderial bird-like creatures, they have no legs, and spend their entire lives flying.

Vellups travel in flocks. When one is summoned from the Dream Plane, its fellows frequently float near where it was summoned from; in this way, Arderial magi usually are able to summon more than one in a short amount of time.

Because of their size, vellups are also somewhat elusive. They avoid contact with creatures from other regions, and even Arderial creatures are sometimes avoided. This is due in part because of the Vellup's flocking nature - they are far more comfortable with their own kind than any other. Sometimes they almost display a hive-mind mentality.

Vellups typically attack by swooping and biting. They are most effective in large numbers, where they can attack a foe from several sides at once.

Flock Summons (Ex): Because the Vellups are so socially integrated with each other, an Arderial magus who attempts to summon one frequently finds that he can actually summon the entire flock. After the first vellup is summoned, the magus may summon one additional vellup with a level 0 spell, 2 with a level 1 spell, 4 with a level 2 spell, 8 with a level 3 spell, etc. (up to the flock's size).


Vemment

Vemment
Small Outsider
Hit Dice: d8
Initiative:
Speed: Fly ft., Swim 30 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: Arderial, usually over sea
Organization:
Challenge Rating: 4
Advancement:


Venger

Venger
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: D'Resh
Organization:
Challenge Rating: 2
Advancement:


Vinoc

Muck Vinoc Shadow Vinoc Tropical Vinoc Vinoc
Medium Outsider Medium Outsider
Hit Dice: 3d8 (initially)
Initiativ\e:
Speed:
AC:
Attacks: Slam + Claw + Claw +
Damage:
Face/Reach: 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities:
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: Bograth Core Paradwyn Naroom
Organization:
Challenge Rating: 2 4 4 3
Advancement:

Power - Generate: Discard any number of cards from your hand. For each card discarded, add one energy to Vinoc.

The Core Magi's eyes widened in fear as the thing grew from sprout to trellis in seconds.

(Su): Vinocs have normal Dream Creature qualities. However, if they becomes supercharged, they do increase in size.


Vogo

Vogo
Outsider
Hit Dice: d8
Initiative:
Speed: ft. Fly ft ()
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage Reduction 10/+1
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: 6
Advancement:


Vopok

Vopok
Hit Dice: d8
Initiative:
Speed: ft. Fly ft ()
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage Reduction 10/+1
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: 4
Advancement:


Vrak

Vrak
Outsider
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Cold Subtype
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region:

Nar

Organization:
Challenge Rating: 4
Advancement:


Vrill

Vrill
Aberration
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: Core
Organization:
Challenge Rating: 4
Advancement:


Vulbor

Giant Vulbor Vulbor
Outsider Small Outsider
Hit Dice:
Initiative:
Speed: Fly 20ft (good) Fly 20ft (good)
AC:
Attacks:
Damage:
Face/Reach: 5ft. by 5 ft./5 ft. 5ft. by 5 ft./5 ft.
Special Attacks:
Special Qualities: Psionics Psionics
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: Underneath Underneath
Organization: Solitary Solitary or Cluster (2-5)
Challenge Rating: 4 3
Advancement:

Long ago, the ancients were aware of the properties of certain psychotropic mushrooms. These hallucinogenic fungi were the inspiration for the vulbors. The vulbors were created as floating mushroom Dream Creatures with psychic powers - natural extensions to the smaller, more mundane varieties.

Physically, vulbors resemble a cross between a mushroom and a jellyfish. They have two strong manipulator tentacles, and a number of smaller tentacles dangling under their body. These are feeding tentacles - the vulbor does not have a mouth, but the feeder tentacles absorb nutrients thru osmosis. They absorb moisture, fungal spores, or other nutrients from the air. Vulbors can also dip the tentacles into water (or decaying organic matter) when such is available.

The Vulbors have psychic powers. Their psionic attacks can cause pain or confusion. Exact details of the psychic powers will need to wait until the psychic handbook comes out.

Giant Vulbor

The Giant Vulbor's mental attack is more powerful than its smaller cousin's Mind Shock. The giant vulbor's mind shock is broader, and able to cause physical pain as well as mental confusion.

Power - Mind Shock: 2: Remove four energy from any one Creature. That Creature's Magi may discard up to two cards. For each card discarded, remove two less energy.

"Tough Choice. I know." -Fossik, Underkeeper

Vulbor

The vulbor's Mind Shock is a wave of psychic force, able to cause confusion and forgetfulness. Mages struck by a mind shock frequently forget spells or lose track of allies. The disorientation is severe, but there is rarely any physical damage.

Power - Mind Shock: 2: Force any Magi to discard two cards of her/his choice from her/his hand.

"The ground's stopped shaking already, but it still feels like my brain's jiggling around in my skull...Don't Laugh at me!" -Zet to Korg


Vuryip

Vuryip

Large 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 13
Skills: Spot + Hide + Listen +
Feats:
Region: Weave
Organization:
Challenge Rating:
Advancement: