Magi-Nation: Creatures - W

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


Warlum

Warlum
Small Magical Beast
Hit Dice 4d10 (22 hp)
Initiative: +4
Speed: 20 ft., Fly 50 ft., Swim 10 ft.
AC: 17 (+4 Dex, +3 natural) touch 14, flatfooted 13
Base Attack/Grapple: +4/-1
Attack: Bite +9 melee (1d6-1)
Full Attack: Bite +9 melee (1d6-1)
Face/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision 60 ft., low-light vision, Materialize, Shadow, Teleport
Saves: Fort +4 Refl +8 Will +3
Abilities: Str 8 Dex 19 Con 11 Int 18 Wis 14 Cha 11
Skills: Appraise +11 Hide +10 Knowledge (Arcana) +10 Listen +8 Search +11 Sleight of Hand +11 Spot +11 Swim +9
Feats: Magic Sense, Weapon Finesse (Bite)
Region: Arderial
Organization: Solitary or Flock (2-12)
Challenge Rating: 3
Control: 14

The warlum is an unusual bird-like dream creature. Most warlums maintain an air of superiority and haughtiness; though they are quite willing to befriend magi, they are quite demanding, and want recognition for their efforts. Wild warlums are one of the few Dream Creatures that will acquire relics and other magical trinkets, and they are quite willing to steal such items (they have double normal treasure for a creature of their CR, but only magic items). Because of their attitude, and casual regard for personal property, many magi dislike warlums. Though they are quite willing to befriend a magi, only a few magi are willing to put up with the creature's ego and reputation.

Because of the warlum's ability to appraise and sense magic, they are frequently asked to retrieve magical items or components. The warlum will invariably take the easiest path to retrieving the object. A warlum will expect to receive proper praise for its efforts, and if a warlum feels its efforts were sufficient, it will return to the Dream Plane once it has completed its task.

Materialize (Su): A warlum may instantly transport an object it has touched within the past day to its location. The object cannot be in the immediate possession of another creature. The object must also be smaller than the warlum itself. The warlum may use this ability three times a day, though many will return to the Dream Plane after using this ability for a magi.

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

Teleport (Su): A warlum may teleport itself at will.

Skills (Ex): A warlum 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.

A warlum also has a +4 racial bonus to any check while using its Magic Sense feat, or +8 if sensing a relic. Warlums are keenly aware of magical auras, particularly those on relics.


Wasperine

Rabid Wasperine Wasperine Wasperine Stalker
Medium Magical Beast Medium Magical Beast Medium Magical Beast [Cold]
Hit Dice: d8
Initiative:
Speed: 50 ft. ft.
AC:
Base Attack/Grapple:
Attack: bite
Full Attack: bite 2 claws sting
Face/Reach: 5 ft./5 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision darkvision 60 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: Improved Initiative, Combat Reflexes?, Multiattack Improved Initiative, Combat Reflexes, Multiattack
Region: Core (Naroom) Naroom Nar or Naroom
Organization: Solitary or dash (2-12) Solitary or dash (2-20) Solitary or dash (2-12)
Challenge Rating: 4 3 3
Control: 18 14 15

Wasperines are a family of creatures noted for their speed and ferocity. They are quick to respond to a magi's summons, and even quicker to attack. Dashes of wasperines have been known to panic much larger creatures, create stampedes, and even flatten small villages. Wasperines are hard to approach, but strong magi can befriend them.

All wasperines have an uncanny awareness of the physical world even when they are in the Dream Realm. When they materialize into the physical world, they are aware of their surroundings and the locations of any dangers.

Wasperines have sharp teeth and retractable claws like a cat. They also possess a poisonous stinger at the tip of their broad tail. The tail is long and flexible, and can strike a creature in front of the wasperine.

Rabid Wasperine

This creature resembles a cross between a tiger, a wolverine, and a wasp. It is covered in striped brown and black fur, and has four strong legs ending in dark cat-like paws. The creature has a broad tail resembling an insect's abdomen, which ends in a stinger. The creature has a head resembling a cat's, but with small, dark eyes, a tiny nose, and a pronounced brow. The creature drools and growls menacingly, as if rabid.

They pounced even before they had fully solidified, flying through the air with claws and fangs extended.

Shadow (Ex): The rabid wasperine may befriend a magi or creatures from Naroom.

Wasperine

This creature resembles a cross between a tiger, a wolverine, and a wasp. It is covered in striped tawny and black fur, and has four strong legs ending in white cat-like paws. The creature has a broad tail resembling an insect's abdomen, which ends in a stinger. The creature has a head resembling a cat's, but with small, dark eyes, a tiny nose, and a pronounced white brow. It snarls menacingly.

A sea of yellow-black fur, wave after wave of snarling, yelping, gnashing mouths, flew along the forest floor, pursuing the stampeding Dream Creatures. A dash of wasperines larger than any Woot had ever seen or heard of kicked up huge clouds of dust and debris as they sped through the clearing created by their quarry. small, dark eyes

Fang Sting Shred

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

Wasperine Stalker

This creature resembles a cross between a tiger, a wolverine, and a wasp. It is covered in thick striped brown and black fur, and has four strong legs ending in white cat-like paws. The creature has a broad tail resembling an insect's abdomen, which ends in a stinger. The creature has a head resembling a cat's, but with small, dark eyes, a tiny nose, and a pronounced white brow. Two long horns curl back over its head.

Blur

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


Weebat

Weebat
Tiny Aberration
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack: claw
Full Attack: 2 claws
Face/Reach: 2.5 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 120 ft.
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 mushroom with four stubby feet. The creature has two bat-like wings, and the round body below the mushroom-cap glows with a greenish light. The creature does not have an apparent head.

The weebat is one of the few Underneath creatures that regularly ventures above the surface. It is fond of flying under the night sky, particularly where there is plentiful vegetation, such as Naroom.

Grounded: +1 E if attacked, +3E if naroom

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


Weebo

Coal Weebo Elder Weebo Hardshell Weebo
Diminuative Plant [Fire] Medium Plant Diminuative Plant
Hit Dice: d8 4d8 4d8
Initiative:
Speed: 20 ft. 20 ft. 20 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 1 ft./0 ft. 5 ft./5 ft. 1 ft./0 ft.
Special Attacks:
Special Qualities: Plant traits, Plant traits, Plant traits, Dreamwarp
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:
Region: Cald Naroom Paradwyn
Organization:
Challenge Rating: 2 5 2
Control: 14 20 13




Sneaky Weebo Swamp Weebo Weebo
Diminuative Plant Tiny Plant Diminuative Plant
Hit Dice: d8 4d8 4d8
Initiative:
Speed: 20 ft. 20 ft. 20 ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 1 ft./0 ft. 2.5 ft./0 ft. 1 ft./0 ft.
Special Attacks:
Special Qualities: Plant traits, Shadow, Skulk Plant traits, Plant traits,
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:
Region: Naroom Bograth Naroom
Organization:
Challenge Rating: 2 2 2
Control: 19 13 12

Weebos are an unusual class of creatures. They all appear to be six-legged mushrooms with eyes.

The weebos were probably originally created to help feed the Moonlanders. Wild weebos have the unusual property (for Dream Creatures) that they leave behind a body when they are defeated. Functionally, this works similar to the Salvage ability of an Artificer. Most weebos (or more properly, the remains) are considered quite tasty by Moonlanders and other Dream Creatures.

A wild weebo that is defeated may also still leave animite behind. Because most of the Dream Energy is converted by the Weebo's automatic Salvage, the weebo only leaves behind half (round up) of the animite that it would normally leave.

Coal Weebo

The coal weebo is a variant of weebo native to Cald.

Elder Weebo

A much larger version of the common Weebo, the Elder Weebo has much longer legs and a more extensive cap

Hardshell Weebo

The Hardshell Weebo's cap resembles a coconut, and it is

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

Sneaky Weebo

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

Swamp Weebo

The Swamp Weebo looks like a cluster of mushrooms growing from a central cap, rather than a single mushroom. It has developed phosphorescence as well, glowing with a soft light. The Swamp Weebo's healing energy is reversed. Rather than healing creatures, the Swamp Weebo's energy acts as a ...

Weebo

The weebo is a small creature native to the woodlands of Naroom. They are quite common, and roam even into other regions.

Healing: The Weebo can heal other creatures for 1d8+1 hit Points. They can do this X times a day. A wild weebo's remains maintain this healing energy, and any creature or creatures eating the remains will gain any remaining healing energy. For instance, if a wild weebo has used its abilities twice during the day, and a Balamant defeats it and consumes the remains, it will gain Xd8+X hit points of healing. Multiple creatures split the healing between them.

The Weebo is another bizarre dream creature. If a weebo is eaten, or even partially eaten, ...

A weebo can be consumed by other Dream Creatures. If the weebo has prepared itself, and willingly gives its dream energy, the creature consuming the weebo is Healed, if the Weebo makes a Fortitude save (Difficulty ), it can survive, and all of it need not be consumed...

(needs work)

Heal Mend Spore Wreck

Power - Vitalize: 2: restore any one Creature with less than its starting energy to its starting energy.

"Don't eat wild forest mushrooms...unless they're wild orange forest mushrooms with feet." -Wence, Adventurer

Vitalizing Breath (Su): When the jile is not using its breath weapon, the creature's breath vitalizes creatures near it. All other jiles and any Bograth creatures within 10' of a jile gain Fast Healing 3. This effect does not stack. The jile may activate or deactivate this ability as a free action at any time.

Breath Weapon (Su): The jile's breath weapon is a devitalizing gas, the reverse of its vitalizing breath. The devitalizing gas causes all affected creatures to lose 3 points per round for 4 rounds (Fortitude save for half duration, DC 14, Con-based save).


Weethan

Tiny 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
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Orothe
Organization:
Challenge Rating: 2
Control:

This crustacean-like creature has a shell shaped like a large lobster claw, with the short thumb-claw rising from the creature's back like a dorsal fin. The creature has six short legs, and a lobster-like tail. The creature is reddish in color, and has two small eyes.

The weethan - also sometimes known as a sharbloot - is a small crustacean-like creature. It prefers to dwell in undersea tunnels, coral beds, and other places where larger creatures cannot threaten it.

The weethan's primary defense is its shell. In addition to defense, the weethan can use its shell to harm other creatures. The shell is shaped like a large lobster claw, and the weethan can snap the "thumb" of the claw, clamping it on another creature. The thumb claw has a sharp edge along the inside of the claw, which the weethan can use to cut small objects.

Weethans have a spiteful streak, and sometimes harass other creatures if the weethan can retreat to its lair quickly. Weethans are territorial, and do not even socialize with each other.

Impede (Su): If the weethan locks its claw onto a creature, XXXX

pinch sever

Skills (Ex): A weethan 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): The weethan ignores Core taint, and may serve a tainted master.

Advancement: The weethan's size increases to Small at X Hit Dice. As it ages, the edge along the inside of the claw becomes sharper.


Weggit

Scurrying Weggit Weggit
Tiny Magical Beast
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 2.5 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision, Shadow, Skulk darkvision 60 ft., low-light vision, Weave
Saves: Fort + Ref + Will +
Abilities: Str XX Dex XX Con XX Int XX Wis XX Cha XX
Skills:
Feats:
Region: Weave Weave
Organization:
Challenge Rating: 2 3
Control: 19 15

Weggits are dream creatures resembling large, fat rabbits. A weggit has two pairs of ears. One short pair occupy a normal location on the weggit's head, while a long pair drapes over their back.

Scurrying Weggit

skulked creature must attack immediately... The scurrying weggit is unparalleled at irritating other DCs, especially those of its own kind

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

Weggit

The weggit

Whispering Winds (Su):

Weave (Ex): Weggits are connected to the empathic Weave.

It dreams a lot of relic lore, and it will share its knowledge for the chance to dream some more

Wellisk

Bog Wellisk Deep Wellisk Wellisk Wellisk Pup
Medium Magical Beast Large Magical Beast Medium Magical Beast Tiny Magical Beast [Immature]
Hit Dice: 6d8 d8 6d8 4d8
Initiative:
Speed: Swim 40ft. Swim 40ft. Swim 40ft. Swim 40ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 5 ft./5 ft. 10 ft./5 ft. 5 ft./5 ft. 2.5 ft./0 ft.
Special Attacks:
Special Qualities: darkvision 60 ft., low-light vision darkvision 60 ft., low-light vision darkvision 60 ft., low-light vision darkvision 60 ft., low-light vision
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: Orothe or Bograth Orothe Orothe Orothe
Organization:
Challenge Rating: 3 6 3 2
Control:

Wellisks are seal-like creatures who roam in the deep seas. They are social creatures, and travel in small family groups. While not particularly hostile, they are quite willing to aggressively defend their companions.

Skills (Ex): Wellisks of all varieties have a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. A wellisk 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.

Bog Wellisk

The bog wellisk prefers to swim in shallower waters

Deep Wellisk

Deep below the surface

Wellisk

The mature Wellisk is able to spontaneously create a Dream Barrier. This barrier temporarily blocks a magi's ability to summon a particular creature from the Dream Plane. When the wellisk uses this technique, it draws the energy from its surroundings, and augments that with the energy within its own body to erect the barrier. Because the Wellisk uses up all of its energy, it returns to the Dream Plane at the same time that it blocks the other creature from materializing.

Orlon has likened the Dream Barrier to "Someone opens a door, and the wellisk goes through in the wrong direction and slams the door shut behind it". How the wellisk is able to perceive and react to a summoning is unknown - perhaps the wellisk can channel the energy that was originally focussed on summoning the other creature.

Effect - Dream Barrier: When a Creature is being played, you may discard Wellisk from play. If you do so, also discard the Creature being played and all of the energy used to play that Creature.

"A wake-up call for the special kind of sleep that makes dream creatures." -O'Qua, Summoner

Rarity: C

Wellisk Pup

The Wellisk pups slowly develop the dream barrier ability as they mature. While they are still immature, their play helps develop their latent talents. When threatened, a wellisk pup will instinctively try to shield itself with its developing power. Unfortunately, the wellisk pups may panic and draw more energy from their surroundings than they can handle. If they do this, they explode, vanishing back to the Dream Plane. However, if the pup is successful at producing a shield, they are quite well protected from casual predators.

Effect - Erratic Shield: If Wellisk Pup is attacked, roll one die before energy is removed.

1,2,3,4 = Add three energy to Wellisk Pup

5,6 = Discard Wellisk Pup from play

It can draw energy out of its surroundings to defend itself. But sometimes it draws too much and explodes." -O'Qua, Summoner


Woggul

Water Woggul

A small creature, resembling a slug or a leech, that lives in rivers near Paradwyn. It has no effective attacks, and is more of an annoyance than anything else. It makes a squishing sound as it moves, and is fond of...


Worgle

Worgle
Elemental (Snow/Ice)
Hit Dice: d8
Initiative:
Speed: ft.
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach: 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
Control:

This creature resembles a two headed humanoid made from snow. It has hugely oversized hands, and no apparent legs. Its lower body undulates as it moves. The creature's noses resemble orange icicles, and the creature wears a scarf.

The worgle


Wudge

Forest Wudge Wudge
Small Aberration Tiny Aberration
Hit Dice: 2d8 2d8
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: darkvision 60 ft. darkvision 60 ft.
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: Naroom Core
Organization:
Challenge Rating: 3 1
Control:

The Wudge is a strange Dream Creature which actually gains energy from other summonings. When any Dream Creature is summoned by a magus (as opposed to appearing under their own ability), the wudge gains d8hp, which can result in supercharging.

Because of their abilities, wudges like to stalk dream magi, particularly inexperienced ones, to gain energy. They are regarded as annoying pests by more experienced dream magi.

The wudge's bite is actually more of a raking attack - the wudge does not have a real lower jaw.


Wyle

Small Magical Beast
Hit Dice:
Initiative:
Speed:
AC:
Base Attack/Grapple:
Attack:
Full Attack:
Face/Reach:
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: Arderial
Organization:
Challenge Rating: 4
Control:

This creature resembles

The wyle