The University of Sanbra's Guide to Xenobiology

In a similar vein to RobShanti's revamp of his LIVE ACTION FILM CHARACTER STATS thread, I'd thought I'd revamp the Big Bad List of Critter's Thread in the Mess Hall and the [Saga] Converted Creatures of the Galaxy Thread in the Praxeum in order to create a master list in the first posts - thus allowing for easier navigation. It also has the advantage of recreating the stat blocks in a format more compatible with the new forums.


I won't be able to post the creatures in alphabetical order (the original thread's are very complex), but they will be listed alphabetically here.

If anyone wishes to post their own creations here (whether creatures from their own campaigns or established Star Wars beasts), you are more than welcome to do so. If you are uncertain of how to stat beasts up in SE, the following PDF may be of some use to you (a post also contains the same information, this is the second link):


Z'Rissa's Guide to Beast Building (PDF)
Z'Rissa's Guide to Beast Building (post #104)


Alternatively - if you have a request, someone may be able to accomodate you (there are sure to be nice people around who can help ;) ).


Master List Last Editted: 08-04-11
sir_kamal's University of Sanbra's Guide to Xenobiology PDF: Current as of 17-02-10




A


Aelid
Akk Dog
Akk Wolf
Amphistaff
Amphistaff Polyp
Anakkona
Armoured Ro Hypa (includes Armoured Template)
Artillery Beast (Yuuzhan Vong)
Ash Angel
Asyyyriak (Young, Adult and Alpha forms)

Atzerrian Meek




B


Backshin
Balmorran Metal Parasite
Bandigo
Beldon
Bha'lir
Binarian Saber-Cat
Blackstalker
Blade Scorpion
Blob
Bloodsniffer
Bogden Reptavian
Bogey
Boma (Adult and Young)
Boneworm
Borhek
Brachian Beastlord (includes Maddened Template)



C


Cannok
Capture Beast

Carnivorous Plant
Cerean Hopper
Choreamnos
Corellian Sand Panther (Cub and Adult)
Coruscani Ogre
 (2)
Chrysalide Rancor
Crown of Silk

Winner of You Build the Character #2, #9, #18, #23 and #31 - Obi-Wan Kenobi, Mara Jade Skywalker, Princess Leia, HK-47 and Darth Bane You Build the Character Hall of Fame You Make the... Contest Hall of Fame Saga Edition Content - My Own, Fan Made and Official WotC Content
Unofficial Stat Block corrections
KotOR CG Revised v2.00 (PDF) - unofficial stat block errata (including web enhancements) for the KotOR CG tFU CG Revised v1.01 (PDF) - unofficial stat block errata for the tFU CG Scum and Villainy Revised v1.00 (PDF) - unofficial stat block errata for SaV
[/sblock]

Darth_Wrath gave us one of his favourite creatures from Star Wars: Galaxies in the Kusak:


Kusak
Kusaks are a deadly canine species that not only survive but thrive in the vast wilds on the deadly planet of Lok. They tend to roam in packs and defend their pack members with a ferocity normally seen in much larger creatures. Many adventurers have found out to their final dismay that Kusaks are quite fleet of foot and can chase down all but the fastest humanoids attempting to flee the area.

Kusak CL9
Medium Beast 10
Init +14; Senses: Low-light Vision, Perception +12
------------------------------------------------------------------------------------------------------------
Defences Ref 17 (Natural Armour +3, Flat-footed 13), Fort 12 (18 vs. Energy), Will 12
HP 71; Threshold 12
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Bite +6 (1d6+7) and
Melee 2 Claws +6 each (1d4+7)
Fighting Space 1 square; Reach 1 square
Base Atk +7; Grp +11
Atk Options: Combat Reflexes, Pin
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 19, Con 15, Int 5, Wis 15, Cha 12
Special Qualities: Hamstring, Heat Resistance, Low-light Vision, Tough Hide
Feats: Combat Reflexes, Pin, Skill Training (Endurance, Stealth)
Skills: Initiative +14, Endurance +12, Perception +12, Stealth +13
------------------------------------------------------------------------------------------------------------
Hamstring: A Kusak deals +2d6 points of damage with their natural weapons against flat-footed opponents. A loss of condition due to this wound is considered persistent due to tendon or muscle damage.
Heat Resistance: Due to their environmental adaptations, Kusak's may reroll Survival Checks made to endure heat, keeping the better result.
Tough Hide: Kusaks have tough hides and are somewhat energy resistant. They have an Armour rating of +3 towards their Reflex Defense but against energy attacks they gain a +6 towards their fortitude Defense

Both Darth_Wrath and myself statted the Tuk'ata Sith Hound before they were officially statted in the JATM (pg. 147), but here are those versions for those who like alternative stats.


EDIT: Prom kindly PM'ed me some descriptive text for this creature which I have now included below.


Tuk'ata Sith Hound

Description
A large dark muscular four legged animal with a pair of insect like arms attached to the shoulders. Spikes and horns protrude from the dogs head, which growls with razor sharp teeth. The Hounds eyes glow red and it moves threateningly forward.


Knowledge (Life Sciences)
DC 10 A large odd looking Hound or Dog. 


DC 15 The Tuk'ata, or Sith hounds are force-sensitive and guard the tombs of the Dark Lords of the Sith on Korriban for thousands of years. It was not uncommon for a Sith hound to be sealed inside the tombs themselves. A few believe that they were immortal or drew nourishment from the Force to survive. More likely they survived by feeding on small creatures that infested the tombs as sections worn away by time created new openings in the stone walls. The Sith Hound has darkvision.


DC 20 They are fearless guardians and will kill anything that enters a tomb. The Tuk'ata are at least semi-sentient, and speak the Sith language. Smaller groups of them can still be found on other planets with a strong link to the Dark Side.


DC 25 The pair of thin, insect like arms sprouting from atop their shoulders are generally considered to be vestigial wings and are tipped with poisonous stingers. The poison acts on contact, numbing any flesh it touches. When injected into a being's body, the poison shuts down muscles and other vital systems, including the heart and lungs, leading to a swift and painful death.


Tuk'ata (Sith Hound) CL4 (Darth_Wrath's version)
Medium Beast 5
Init +15; Senses: Perception +3
------------------------------------------------------------------------------------------------------------
Defences Ref 13 (Flat-footed 10), Fort 11, Will 11
HP 35; Threshold 11
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee 2 Claws +5 each (1d4+4) and
Melee Bite +5 (1d6+4)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp + 6
Atk Options: Cleave, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 16, Con 12, Int 9, Wis 12, Cha 12
Feats: Cleave, Power Attack, Skill Focus (Initiative, Survival)
Skills: Initiative +15, Perception +3, Survival +13



Tuk'ata (Sith Hound) CL4
(Darth_Scorpion's version)
Medium Beast 5
Init +10; Senses: Darkvision; Perception +8
------------------------------------------------------------------------------------------------------------
Defences Ref 13 (Flat-footed 10), Fort 11, Will 11
HP 35; Threshold 11
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee 2 Claws +6 each (1d4+5) and
Melee Bite +6 (1d6+5)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp + 6
------------------------------------------------------------------------------------------------------------
Abilities Str 16, Dex 16, Con 12, Int 6, Wis 12, Cha 12
Special Qualities: Darkvision
Feats: Skill Training (Perception), Skill Training (Survival)
Skills: Initiative +10, Perception +8, Survival +8

I'm not 100 % sure who gave us the stats of the Oskan Blood Eater as the user is now noted as zombiegleemax, but I think it may have been xstormtrooperx who did so. Anyway, here are the stats:


EDIT: Prom kindly PM'ed me a description for this creature as well today, so I've included that information below.


Oskan Blood Eater 


Description
This horrific creature has a huge, sucker-like mouth and large, slashing claw-like arms. They had two large hooves on each foot and four arms, each ending in a blade-like claw.


Knowledge (Life Sciences)
DC 10 Oskan blood eaters were bipedal carnivores found on a variety of planets, often used as guards for penal colonies. Blood eaters were notable for the gruesome way they killed and ate their prey. They would attack by slashing their prey to bits with their four large, slashing claws, leaving nothing more than a pile of flesh and blood. They would then lower their heads, and drink the remains through their perforated mouths.


DC 15 The Oskan Blood eater. They also have an insatiable appetite. Quite often, the simple sight of a humanoid creature will send the Oskan blood eater into a feeding frenzy. Many xenoarchaeologists and xenobiologists believe that the Oskan Blood Eater was artifically developed at some point in the past, pointing to the lack of mythological or historical data from the civilizations of the planets on which they live. There was little variation between individual blood eaters, partly because they reproduced through a parthenogentic process which made every blood eater almost genetically identical to its mother, and partly because of an efficient mutation correction mechanism in their cells. Despite this, they could thrive in a variety of environments on many worlds.


DC 20 These creatures have only rudimentary sensory systems, but are extremely stubborn and will track their prey for several weeks. They fed on any animal with oxygenated blood, preferring large mammalian creatures such as Humans and humanoids. Although they were found in several different systems, blood eaters did not appear in the mythologies of any planet, as carnivores of their size would be expected to.


DC 25 The Empire distributed propaganda that these creatures were created by the Old Republic, in an effort to hide the truth: the Oskan Blood Eaters were the result of a secret Imperial project.



Oskan Blood Eater CL5
Medium Beast 6
Init +2; Senses: Scent; Perception +2
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Natural Armour +5, Flat-footed 14), Fort 14, Will 9
HP 57; Threshold 19
------------------------------------------------------------------------------------------------------------
Speed 4 squares
Melee 4 Claws +9 each (1d6+8)
Fighting Space 2x2; Reach 2 squares
Base Atk +4; Grp + 13
Atk Options: Cleave, Frenzy, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 20, Dex 8, Con 18, Int 2, Wis 9, Cha 6
Special Qualities: Frenzy, Scent
Feats: Cleave, Power Attack, Toughness
Skills: Survival +7
------------------------------------------------------------------------------------------------------------
Frenzy: The sight of a humanoid or other living creature with blood causes the blood eater to go into a frenzy. This frenzy adds +3 rage bonus on melee attack rolls and melee damage rolls. The frenzy is otherwise similar to the Reek's Rage special quality (SECR pg. 275).
Scent: The Oskan Blood Eater ignores concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking.

Zenzei gives us his version of the Gundark (official stats can be found in TotG, pg. 109): 


Gundark 


Gundark CL9
Medium Beast 10
Init +8; Senses: Low-light Vision, Scent; Perception +12
------------------------------------------------------------------------------------------------------------
Defences Ref 19 (Natural Armour +6, Flat-footed 16), Fort 14, Will 12
HP 85; Threshold 19
Immune Fear effects
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee 4 Claws +11 each (1d4+10) and
Melee Bite +11 (1d6+10)
Fighting Space 1 square; Reach 1 square
Base Atk +6; Grp + 16
Atk Options: Crush, Pin, Rend, Running Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 20, Dex 16, Con 18, Int 6, Wis 14, Cha 10
Special Qualities: Fearless, Powerful Grip, Low-light Vision, Rend, Scent
Feats: Crush, Improved Damage Threshold, Pin, Running Attack
Skills: Climb +15, Perception +12
------------------------------------------------------------------------------------------------------------
Fearless: Male gundarks are immune to fear effects.
Powerful Grip: Gundarks receive +5 racial bonus to all Grapple and Climb checks.
Rend: If a Gundark hits with at least two of it claws in the same turn, it rends its opponent for additional 2d6 points of damage.
Scent: The Gundark ignores concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking.

Zenzei also gave us these stats for the Geonosian Hydra (not to be confused with the "Battle Hydra" on page 131 of the Jedi Academy Training Manual):


Geonosianhydra.jpg


Geonosian Hydra, Three-Headed             CL 11
Huge beast 12
Init +7; Senses Darkvision; Perception +6
________________________________________ ______________________
Defenses Ref 17(flat-footed 16), Fort 18, Will 10, Natural Armor 8
Hp 150; DR 5; Threshold 30
Immune N/A
________________________________________ ______________________
Speed 6 squares, climb 6 squares
Melee 3 bites +17 (2d6+14)
Ranged spit +10 (2d6+6)
Fighting Space 3x3; Reach 2 squares
Base Atk +9; Grp +27
Atk Options Cleave, Crush, Pin, Power Attack, Spit
________________________________________ ______________________
Abilities Str 26, Dex 12, Con 26, Int 2, Wis 10, Cha 10
Feats Cleave, Crush, Pin, Power Attack, Skill Focus (Jump)
Skills Climb +19, Jump +34
________________________________________ ______________________
Damage Reduction 5-(SECR p.158)
Wing-aided jump-Geonosian hydra has wings that don't allow it to fly but grant it +10 bonus to jump checks.
Spit-If hydra hits with this burning adhesive the target moves down one step on condition track.

The Geonosian Hydra is a massive carnivorous predator resembling a hybrid between insect and dragon. It's native to Geonosis but has been exported by Hutt crimelords to number of other wasteland worlds, such as Tatooine. In combat the hydra bites fiercely with its powerfull mandibles and picks up the prey, it then shakes its head violently causing massive injuries. Those lucky few who have survived an encounter with hydra claim it also can spit slimy adhesive that burns like strong acid.



The forums member who needs no introduction -- RavingDork -- gave us his stats for the same:


Geonosian Hydra, Three-Headed                [CL 7]
Huge beast 7
Init +10; Senses darkvision; Perception +8

Defenses Ref 17 (flat-footed 15), Fort 15, Will 10 (-2 size, +7 natural, +2 Dex)
hp 66; DR 5; Threshold 25
Immune mild, moderate, and severe radiation

Speed 6 squares, climb 6 squares
Melee bite +17 (2d6+13) and
    bite +17 (2d6+13) and
    bite +17 (2d6+13)
Base Atk +5; Grp +25
Fighting Space 3x3; Reach 2 squares

Abilities Str 30, Dex 14, Con 20, Int 6, Wis 10, Cha 9
Feats Combat Reflexes, Skill Training (Climb), Skill Training (Perception)*, Power Attack
Skills Climb +18, Initiative +10, Perception +8 (can reroll, taking the better result)

A bizarre creature, the Geonosian hydra conforms to the image of multi-headed dragons of legend.  These massive creatures roam Geonosis in search of food, primarily attacking Geonosian in their hives.  Their bodies resemble Geonosians than they do the scaly, lizard-like dragons, with three (or more) mantis-like heads, and hard chitinous bodies.   



The following information was culled by prolific forums member Prom from a few different internet sources and turned into a knowledge check table, with interstices filled in by Prom himself:

Geonosian Hydras

Description


A massive three headed creature resembling a hybrid between insect and dragon.


Knowledge Life Sciences


DC 10 The Geonosian Hydra is a massive carnivorous predator, that is part insect and dragon. They were sometimes used as the main event in Geonosian gladiatorial fights, where they would be pitted against a large number of armed gladiators. It's native to Geonosis but has been exported by Hutt crime-lords to number of other wasteland worlds, such as Tatooine.


DC 15 The Geonosian Hydras can have more than three heads-which would not be considered a mutation. Hydras were amphibious and lived beneath the few seas on Genosis, like the Ebon Sea. As a result, it is presumed the species is rare on Geonosis.


DC 20 Geonosian hydras preyed upon less defended Geonosian hives. 


DC 25 In combat the hydra bites fiercely with its powerful mandibles and picks up the prey, it then shakes its head violently causing massive injuries. Those lucky few who have survived an encounter with hydra claim it also can spit slimy adhesive that burns like strong acid.




And not to be outdone, DeciusNero gave us his Geonosian Hydra at CL 7 (although I think that should be CL 6):


Geonosian Hydra, Three-Headed                [CL 7]
Huge beast 7
Init +10; Senses darkvision; Perception +8

Defenses Ref 17 (flat-footed 15), Fort 15, Will 10 (–2 size, +7 natural, +2 Dex)
hp 66; DR 5; Threshold 25
Immune mild, moderate, and severe radiation

Speed 6 squares, climb 6 squares
Melee bite +17 (2d6+13) and
    bite +17 (2d6+13) and
    bite +17 (2d6+13)
Base Atk +5; Grp +25
Fighting Space 3x3; Reach 2 squares

Abilities Str 30, Dex 14, Con 20, Int 6, Wis 10, Cha 9
Feats Combat Reflexes, Skill Training (Climb), Skill Training (Perception)*, Power Attack
Skills Climb +18, Initiative +10, Perception +8 (can reroll, taking the better result)

A bizarre creature, the Geonosian hydra conforms to the image of multi-headed dragons of legend.  These massive creatures roam Geonosis in search of food, primarily attacking Geonosian in their hives.  Their bodies resemble Geonosians than they do the scaly, lizard-like dragons, with three (or more) mantis-like heads, and hard chitinous bodies.   

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Zenzei was on a roll in July of 2007; here's his Tusk Cat:
250px-Tuskcats2-woswfg.jpg


Tusk Cat                                         CL 2
Large beast 4
Init +4; Senses Low-Light Vision; Scent; Perception +7
________________________________________ ______________________
Defenses Ref 12(flat-footed 10), Fort 14, Will 10, Natural Armor 0
Hp 34; Threshold 14
Immune N/A
________________________________________ ______________________
Speed 8 squares
Melee 2 claws +7 (1d6+6) and bite +7 (1d8+6)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +7
Atk Options Pounce
________________________________________ ______________________
Abilities Str 18, Dex 15, Con 18, Int 2, Wis 10, Cha 10
Feats Powerful Charge, Skill Focus (Stealth)
Skills Perception +7, Stealth +14
________________________________________ ______________________
Pounce-Tusk cat can make full attack, 2 claws and bite, at the end of a charge but all attacks take -5 penalty.



Also, "Darth ObiWan" from the d20radio.com forums statted his own CL 5 version of the Tusk Cat in a dedicated thread there:

Tusk-Cat                  CL 5
Large Beast 6
Init +6; Senses: Perception +10
Defenses: Ref 13 (Flatfooted 12), Fort 13, Will 6
HP 40; Threshold 18
Speed: 12 squares
Melee: Claws +9 (1d6+8) or
Melee: Bite +9 (1d6+8) or
Melee: Claws +5 (1d6+12) (with 4 points of Power Attack) or
Melee: Bite +5 (1d6+12) (with 4 points of Power Attack)
Fighting Space 2x2; Reach 2 sq
Base Attack +4; Grapple +14
Abilities: STR 20, DEX 17, CON 16, INT 2, WIS 2, CHA 8
Feats: Skill Focus (Perception); Power Attack; Skill Training (Stealth)
Skills: Initiative +6; Perception +10; Stealth +6



Prolific forums member Prom culled the following information from a few different internet sources and turned it into a knowledge check table, with interstices filled in by Prom himself...

Tusk Cat

Description


A large fawn-coloured Cat with tusks growing from the jaw.


Knowledge Life Sciences


DC 10 The tusk cat is a fawn-colored feline predator found on the world of Naboo and its moon Rori.


DC 15 The tusks were sharp and could be used to hunt, and for protection. On Naboo, tusk cats often preyed upon smaller animals such as the Peko-peko. Despite their predatory nature, the larger ones could be tamed and ridden for recreation and to serve as a mount for the Royal Naboo Security forces. Domesticated tusk cats were also used as mounts by shaak herders tending to their grazing herds.


DC 20 Unlike most tusked animals, the tusks of a tusk cat did not grow from their upper jaw, but were completely external from the oral cavity, and actually grew from their lower jaw.


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Here's one from former forums member xstormtrooperx:

starwars.wikia.com/wiki/Bandigo


Bandigo.JPG

Bandigo                    CL 3
Medium desert predator 4
Init +2; Senses scent; Perception +2
__________________________________________________
Defenses Ref 17 (flat-footed 15), Fort 12, Will 10
Hp 26; Teshold 12
__________________________________________________
Speed 8 squares
Melee 2 claws + 7 (1d4+6) and
    Bite + 7 (1d6+6)
Ranged throwing rocks +5 (1d3+6)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +7
___________________________________________________
Abilities Str 18, Dex 15, Con 14, Int 2, Wis 10, Cha 7
Feats Skill Training (Stealth), Improved Charge
Skills Survival +7, Stealth +9.
___________________________________________________
Scent - Like the ability of the Tauntaun on [SECR] page 277
Pounce - If a Bandigo charges a foe, he can make still a full attack.

FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

Forums member gribble gave us the Kath Hound (long before page 223 of the Knights of the Old Republic Campaing Guide did) and its horned subspecies (long before Eric Cagle did in WotC's January 15, 2009, web feature Creatures of KotOR 2, shown under gribble's version):


Here are a few I've created for my campaign (descriptions from wookieepedia). I sort of cheated, in that Kath Hounds are basically wolf-like creates with horns, and Kinrath are basically insectoid/spiders, so I based them on the D&D stats here, and then modified accordingly... seems to be a good way to go when converting/creating beasts.


Kath Hound CL 1
Medium beast 2
Init +3; Senses Perception +2
-----------------------------------------------------------
Defenses Ref 14 (flat-footed 12), Fort 12, Will 11
hp 13; Threshold 12
-----------------------------------------------------------
Speed 8 squares
Melee gore (1d6+2) and bite (1d4+2)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp +2
Atk Options Powerful Charge
-----------------------------------------------------------
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Feats Powerful Charge
Skills Survival +7

Kath hounds were creatures indigenous to the planet Dantooine. They were about the size of a large dog, and were generally not very hostile unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt.
When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged.
It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hound's were knocked out this way.


Horned Kath Hound CL 3
Large beast 4
Init +4; Senses Perception +4
-----------------------------------------------------------
Defenses Ref 14 (flat-footed 12), Fort 15, Will 12
hp 42; Threshold 20
-----------------------------------------------------------
Speed 8 squares
Melee gore +7 (1d8+6) and bite +7 (1d6+6) or
Melee gore +9 (1d8+8) with Powerful Charge
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +13
Atk Options Powerful Charge
-----------------------------------------------------------
Abilities Str 19, Dex 15, Con 20, Int 2, Wis 14, Cha 8
Feats Powerful Charge, Toughness
Skills Survival +9, Stealth -1

There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, possibly because they adapted to their lack of camouflage.



And Eric Cagle's horned variant:



Horned Kath Hound




Horned Kath HoundCL 6



Medium beast 7
Init +3; Senses Perception +2

Defenses Ref 15 (flat-footed 15), Fort 14, Will 10
hp 52; Threshold 14
Speed 6 squares
Melee gore +6* (1d6 + 10) and
2 claws +6* (1d4 + 10)
Base Atk +5; Grp +9
Atk Options Bantha Rush, Power Attack
Abilities Str 19, Dex 10, Con 16, Int 2, Wis 9, Cha 8
Feats Bantha Rush, Improved Defenses, Power Attack
Skills Jump +12
* Includes 3 points of Power Attack

starwars_article_KOTORCreaturesKathhound_pic2_en.jpg

Horned kath hounds are more dangerous and aggressive versions of the mundane kath hound (Knights of the Old Republic, p. 223) found on the planet Dantooine. Horned kath hounds attack with a combination of their horns and sharp claws, reserving their bite for chewing up prey. Horned kath hounds usually travel in their own packs, but some serve as the alpha for a group of regular kath hounds, cowing them into submission. Kath hounds are not subtle hunters and prefer bowling over prey with a mighty charge before goring and clawing their victim to death. They are notoriously tough creatures with thick hides that can deflect all but the best placed attacks.


Horned Kath Hound Encounters


Horned kath hounds appear anywhere on Dantooine where large amounts of prey -- typically iriaz (see below) -- can be found. When hunting, they lurk on the fringes of large herds of prey. Otherwise, they stick to the ravines and low rolling hills of the planet, digging dens to raise their pups. Horned kath hounds are also favored as cruel guard animals or pets by criminals or other individuals who admire the vicious nature of these beasts.


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

Forums member gribble gave us the Viper Kinrath:


starwars_article_KOTORCreaturesKinrath_pic2_en.jpg



Viper Kinrath CL 2
Medium beast 3
Init +4; Senses Perception +2 (may reroll); naturally blind, tremorsense
-----------------------------------------------------------
Defenses Ref 14 (flat-footed 11), Fort 11, Will 11
hp 10; Threshold 11
-----------------------------------------------------------
Speed 6 squares; climb 4 squares
Melee sting +5 (1d4 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +2; Grp +2
-----------------------------------------------------------
Abilities Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Feats Weapon Finesse, Skill Training (Jump)
Skills Climb +6 (may reroll, may take 10), Jump +6, Perception +2 (may reroll)
-----------------------------------------------------------
Subterranean - May reroll Perception checks, but must keep the second result even if it's worse.
Naturally Blind - All opponents are considered to have total concealment to a viper kinrath (unless within 12 squares and negated by tremorsense - see below). All checks and actions that rely on vision fail automatically.
Tremorsense - Can detect and pinpoint any creature or object (negating any concealment) within 12 squares in contact with the ground.
Expert Climber - May choose to reroll any Climb check, but the result of the reroll must be accepted even if it is worse. In addition, a viper kinrath may choose to take 10 on Climb check, even when  distracted or threatened.
Poison - A hit with a viper kinrath sting injects the target with poison that makes an attack roll (1d20+5) against the target's Fortitude Defense. If the attack succeeds, the target takes 4d6 damage and moves -1 step along the condition track. If the attack fails the target takes half damage and doesn't move down the condition track. The poison attacks each round until cured with a DC 15 Treat Injury check.

Kinrath were a species of large, non-sentient insectoids. They lived on Dantooine and Kashyyyk, and possibly other planets. They were normally a light yellow-brownish color, but other varietes were slightly differenly colored. One other variety was the viper kinrath, which carried a deadly poison and was tougher than standard kinrath. Kinraths grew to their full size quickly, some hatchlings seen had been nearly the size of adult kinraths. Kinrath seemed to be hive creatures, and a single female kinrath matriarch was the leader of a hive of kinrath.
Kinrath had six legs and a leg-like , poisonous appendage coming out of their faces that they used to attack things. All kinrath had no eyes, so they were, of course, blind. They could sense heat, however, and attack whatever they sensed. What stopped them from attacking each other were sweat glands that they had. Their sweat released a stench that only they could smell, and they did not attack things with the smell of their sweat. It was possible to remove the sweat glands from a kinrath to avoid being attacked by them when exploring areas infested with them.
Red lightsaber crystals could be naturally generated in unhatched kinrath eggs, instead of being artificially forged.


Then, years later, Eric Cagle gave us official stats for the creature at a much higher CL in WotC's Creatures of KotOR 2, Part III web feature:





Viper KinrathCL 7

 



Large beast 8
Init +7; Senses blind; Perception +10


Defenses Ref 17 (flat-footed 14), Fort 16, Will 11
hp 84; Threshold 21
Speed 6 squares
Melee slam +10 (1d6+8)
Ranged sting +10 (1d6+8 plus poison)
Fighting Space 2x2; Reach 1 square (2 squares, sting)
Base Atk +6; Grp +15
Atk Options Combat Reflexes, Point Blank Shot, poison
Abilities Str 18, Dex 16, Con 22, Int 1, Wis 13, Cha 6
Feats Combat Reflexes, Point Blank Shot, Weapon Focus (sting)
Skills Perception +10
Blind -- Viper kinrath are blind and take no penalties due to concealment and total concealment due to darkness. They use a variety of other senses to identify their enemies.
Poison -- If a viper kinrath deals damage with its sting attack to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+8) against the target's Fortitude Defense, the target takes 2d6 points of damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move on the condition track. Kinrath poison attacks each round until cured with a DC 18 Treat Injury check.

Kinrath and its deadlier variety, the viper kinrath shown here, are commonly found on Dantooine and Kashyyyk but have been spotted on other, more distant planets in smaller numbers. This bizarre insectile creature has four long legs sprouting from a central body. Another long appendage sprouts from the "face" of the viper kinrath, which ends in a sharp, poison-filled stinger. (Regular kinrath are functionally the same, but replace their stinger attack with another slam attack and no poison.)


Their miniscule eyes are vestigial, and the creature uses a combination of heat sensing and smell to navigate and locate prey. Every kinrath produces a unique, pungent odor from large sweat glands that allows them to locate each other. Savvy hunters learn to coat themselves with the sweat from these glands in order to move in close to viper kinraths and take them unawares.


Jedi and other Force-users have learned that kinrath eggs contain red crystals that can be used as the power source for lightsabers. Indeed, many Padawans are sent to hunt for these eggs as part of their final test to create their own lightsaber.


Viper Kinrath Encounters


Kinrath are found throughout Dantooine and Kashyyyk, although they typically stick close to large clumps of vegetation where their natural coloration helps them blend into their surroundings. Unlucky heroes may stumble into a kinrath hive and confront the hive queen, protected by dozens of regular and viper kinrath. As mentioned above, young Jedi might have to hunt kinrath to gather eggs and the crystals inside to manufacture their lightsaber.


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Eric Cagle gave us stats for the Mykal in WotC's January 28, 2009, web feature Creatures of KotOR 3:





MykalCL 4

 



starwars_article_KOTORCreaturesKinrath_pic3_en.jpg

Medium airborne beast 5
Init +10 (can reroll and keep second result); Senses low-light vision; Perception +3
Defenses Ref 16 (flat-footed 13), Fort 13, Will 11
hp 37; Threshold 18
Speed 8 squares (fly)
Melee bite +6 (1d6+3)
Base Atk +3; Grp +6
Atk Options confusing swoop, Running Attack
Abilities Str 13, Dex 17, Con 16, Int 2, Wis 12, Cha 10
Special Qualities confusing swoop
Feats Running Attack, Weapon Finesse (bite)
Skills Initiative +10
Confusing Swoop -- When a mykal damages a target with a charge attack, that target cannot make attacks of opportunity against the mykal until the end of its next turn.


Mykal are aerial predators found in the huge, sprawling forests of Kashyyyk. They build large nests and attack almost anything that they spot. Some mykal grow to enormous size and are found only in the deepest, most ancient portions of the wilderness. Mykal eggs are nutritious and tasty, and they're considered a delicacy by most sentients. However, acquiring them is quite a challenge, considering that mykal nests are found hundreds of meters above the forest floor.


Mykal are an important part of the ecosystem and are responsible for keeping the numbers of kinrath (see above) in check. However, the Wookiees of Kashyyyk have long considered mykal pests and shoot them on sight.


Mykal Encounters


Mykal can be found almost anywhere on Kashyyyk, but they're most common in the middle to upper canopies, which is where most Wookiees build their treehouse cities. The creatures rarely venture to the forest floor, where the prey is too large and aggressive for most mykal to handle. Heroes could be sent to eliminate mykal that lair too closely to a Wookiee settlement or to raid mykal nests in search of their eggs.




(Note that Rodney Thompson has already clarified that the phrase "its next turn" in the Mykal stat block refers to the Mykal's next turn.)
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Eric Cagle gave us official stats for the Iriaz in WotC's January 15, 2009, "Creatures of KotOR 2, Part II" web feature:


starwars_article_KOTORCreaturesKathhound_pic3_en.jpg




IriazCL 3



Medium beast 4
Init +5; Senses Perception +9


Defenses Ref 14 (flat-footed 11), Fort 11, Will 12
hp 22; Threshold 11
Speed 8 squares
Melee gore +5 (1d6+4) or
gore +7 (1d6+6) with Powerful Charge
Base Atk +3; Grp +6
Atk Options Powerful Charge
Special Actions sprint
Abilities Str 14, Dex 16, Con 12, Int 2, Wis 15, Cha 8
Feats Powerful Charge, Skill Training (Perception)
Skills Jump +9, Perception +9
Sprint -- Once per encounter, as a free action an iriaz can double its speed for 1 round. The iriaz moves -1 step along the condition track at the end of the turn on which it uses this ability. 

Iriaz are noble-looking herbivores found on Dantooine. They live in massive herds, grazing on grasses, berries, and shoots from the occasional low-slung tree that dots the open prairies of the planet. Although relatively docile, iriaz can be dangerous when spooked or threatened, charging with their huge, majestic horns. Hunters often travel to Dantooine for the sole purpose of hunting iriaz, which has taken a toll on their numbers. Iriaz pelts and horns fetch a fine price on the market.


The creatures are capable of sprinting at tremendous speed for a short period of time, although this leaves them winded, so they reserve it only for fleeing or when males try to thwart predators that get too close to the herd.


Iriaz Encounters


Iriaz are most common on the plains of Dantooine, where enormous herds crisscross the grasses in search of water. A single iriaz isn't much of a threat, but they are rarely encountered alone -- lone Iriaz are usually sick, old, or injured, though the occasional rogue male can also be found. Ironically, the biggest danger isn't necessarily the iriaz themselves, but the predators that stalk them, including kath hounds and horned kath hounds (see above). Another threat is hunters, who might mistake the heroes for iriaz or who are indiscriminate with their shots. Iriaz also function well as any generic wild herd animal.


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

Eric Cagle gave us the Firaxa in WotC's December 16, 2008, web feature "Creatures of KotOR 2, Part I":


 
Firaxa                                                    CL 8
Large aquatic beast 9
Init +5; Senses low light vision, scent; Perception +17
Defenses Ref 17 (flat-footed 16), Fort 20, Will 13
hp 130; Threshold 25
Weakness sonic vulnerability
Speed 8 squares (swim)
Melee bite +10* (1d8+17)
Fighting Space 3x3; Reach 2 squares
Base Atk +6; Grp +19
Atk Options blood in the water, Power Attack
Abilities Str 26, Dex 13, Con 30, Int 2, Wis 16, Cha 8
Special Qualities blood in the water, low-light vision, scent
Feats Power Attack, Skill Focus (Perception), Skill Training (Survival), Weapon Focus (bite)
Skills Perception +17, Stealth +0 (size), Survival +12
Blood in the Water -- Firaxa deal +1 die of damage against targets that have taken damage since the start of the firaxa's last turn.
Scent -- Firaxa ignore concealment and cover when making Perception checks to notice opponents within 20 squares, and they take no penalty from poor visibility when tracking.
Sonic Vulnerability -- Weapons that deal sonic damage deal +1 die of damage against a firaxa.
* Includes 5 points of Power Attack 

starwars_article_KOTORCreaturesFiraxa_pic3_en.jpg

The firaxa, also known as the firaxan shark, is native to the ocean world of Manaan. This fierce predator is extremely territorial and attacks almost any creature, vehicle, or piece of equipment that violates its space. Firaxa are thought to be the spawn of an enormous individual known as the Progenitor, who prowled the waters in an area known as the Hrakert Rift. This Progenitor had some control over her children, who would come from many miles around if called. Scholars also believe that the firaxa are distantly related to Manaan's native species, the Selkath. This connection may explain why the Selkath are the only creatures that firaxa do not attack on sight.


Firaxa Encounters


Firaxa are found only on the water planet of Manaan, but they can be encountered almost anywhere beneath its waves. The creatures are drawn to, and aggravated by, activity caused by surface dwellers, such as construction, exploration, or mining. Firaxa ignore Selkath, and thus most forays away from the safety of the floating cities are led by a Selkath guide who knows their ways and can divert the creatures from attacking. Firaxa swarm in particularly large numbers in the Hrakert Rift, where the Progenitor is thought to lair. Anyone moving into this dangerous area should bring along seriously heavy firepower (in addition to thick pressure suits) if they want to survive.




PinkJediRanger also gave us a home-brewed CL 3 version..."from memory"!


Firaxan Shark (CL3)
Large aquatic Beast 4
Init +4; Senses Perception +9, low-light vision
Defences Ref 15* (flat-footed 13*), Fort 11, Will 12
* -2 when charging
hp 30; Threshold 16
Speed  6 squares swim
Melee +8 bite with Powerful Charge and Power Attack 3 (1d8+18)
Fighting Space 2 x 2 squares; Reach none
Base Attack +3; Grapple +12
Abilities Str 18 Dex 14 Con 12 Int 2 Wis 14 Cha 10
Feats Power Attack, Powerful Charge
Skills Perception +9, Swim +6
Vulnerable to sonic – A Firaxan Shark takes double damage from sonic weapons

FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

Eric Cagle gave us the Gizka in WotC's December 16, 2008, web feature "Creatures of KotOR 2, Part I":


starwars_article_KOTORCreaturesFiraxa_pic2_en.jpg




GizkaCL 1



Tiny beast 1
Init +2; Senses Perception +7


Defenses Ref 16 (flat-footed 14), Fort 12, Will 13
hp 5; Threshold 12
Immune mild, moderate, and severe radiation
Speed 4 squares
Melee bite -2 (1d3-2)
Base Atk +0; Grp -8
Atk Options gnaw
Special Actions squeeze
Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8
Feats Improved Defenses
Skills Perception +7, Stealth +12 (size)
Gnaw -- Gizka ignore the DR of unattended, immobile items when making a bite attack.
Squeeze -- A gizka can move through spaces as if it were Diminutive size


 


Gizka PackCL 3


Small beast pack 1
Init +2; Senses Perception +7
Defenses Ref 15 (flat-footed 13), Fort 12, Will 13
hp 10; Threshold 12
Immune mild, moderate, and severe radiation
Speed 4 squares
Melee bite -2 (1d4-2)
Base Atk +0; Grp -3
Atk Options gnaw
Special Actions squeeze
Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8
Special Qualities pack traits
Feats Improved Defenses
Skills Perception +7, Stealth +7 (size)
Gnaw -- Gizka packs ignore the DR of unattended, immobile items when making a bite attack.
Pack Traits -- The melee attack of a pack is an area attack that affects all squares within reach. The ranged attacks of a pack are considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a pack.
Squeeze -- A gizka pack can move through spaces as if it were Tiny size. 

Gizka are reptilian creatures found throughout the galaxy. They are so widespread, in fact, that it's rare to find a planet that doesn't have at least one colony of the creatures. Small, weak, and almost comically innocent looking, gizkas' most notable ability is that of fecundity. They breed at alarming rates and can easily overwhelm an area's natural ecosystem or a ship's food stores in a matter of weeks or months.


While they prefer grains and leaves, gizka can eat nearly anything, including wiring, insulation, and other components commonly found on starships -- another reason why they are so despised. Gizka are immune to radiation, and beyond opening a starship up to open vacuum, an infestation can be dealt with only by poison. The creatures can squeeze into impossibly small openings, allowing them to create warrens inside bulkheads or access tunnels. Gizka meat is nutritious and has a "universal flavor," meaning that almost any creature can stomach it. However, every attempt at domesticating the beast has lead to disaster, since they always find ways to escape or chew on vital electronic parts while looking for food.


Gizka Encounters


Gizka can be found almost anywhere, and usually are. They are almost completely harmless in combat but incredibly destructive to ships, food stocks, and property. Most encounters with gizka involve the wholesale eradication of a colony or discovering the source of mysterious power outages or missing food. Gizka work well as distractions, causing the heroes consternation when they discover that their transportation is out of commission or that their trail rations have been eaten while they're out in some forsaken wilderness.


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Jindy gave us stats for a beast of Ilum in the Gorgodon: 


Gorgodon 


Gorgodon CL 9
Medium Arctic Beast 5/ Scout 5
Init +4; Senses: Scent; Perception + 6
------------------------------------------------------------------------------------------------------------ 
Defences Ref 20 (Natural Armour +4, Flat-footed 20), Fort 22, Will 16
hp 140; Threshold  27
------------------------------------------------------------------------------------------------------------ 
Speed 6 squares
Melee 2 Claws +16 each (1d6+10) or
Melee Bite +16 (1d8+10) or
Melee Tail Slam +16 (1d6+10)
Fighting Space: 1 square, Reach 1 square
Base Atk +6; Grp + 14
Atk Options:  Pin, Crush
------------------------------------------------------------------------------------------------------------ 
Abilities Str 26, Dex 9, Con 22, Int 6, Wis 12, Cha 6
SQ Arctic Traits, Ferocious Attack (+2 to attack rolls), Scent, Poor Vision
Talents Hidden Movement, Improved Stealth, Total Concealment.
Feats Cleave, Crush, Pin, Power Attack, Skill Training (Stealth), Skill Focus (Stealth)
Skills Climb +18, Perception +6, Stealth +14, Survival +6 (can reroll in arctic environments).

Grunj has given us one of Ryloth's more terrifying creatures in the Doashim:


Doashim 


Doashim CL13
Medium Subterranean Beast 14
Init +10; Senses: Darkvision, Perception +15 (may reroll, must take second)
------------------------------------------------------------------------------------------------------------
Defences Ref 17 (Natural Armour +5, Flat-footed 15), Fort 13, Will 13
HP 105; Threshold 18
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +14 (1d6+11) and
Melee 2 Claws +14 each (1d4+11)
Fighting Space 1 square; Reach 1 square
Base Atk +10; Grp +14
Atk Options: Powerful Charge
Special Actions: Terrifying Presence
------------------------------------------------------------------------------------------------------------
Abilities Str 18, Dex 15, Con 16, Int 2, Wis 16, Cha 7
Special Qualities: Terrifying Presence
Feats: Improved Damage Threshold, Powerful Charge, Skill Training (Persuasion, Stealth, Survival)
Skills: Perception +15 (may reroll, must take second), Persuasion +10 (may reroll to intimidate, must take second), Stealth +14, Survival +15
------------------------------------------------------------------------------------------------------------
Terrifying Presence: Doashim are able to utterly terrify to their opponents. Doashim may reroll Persuasion checks to intimidate, but must keep the second result even if it is worse.

Forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the Akk Dog (long before page 57 of the Clone Wars Campaign Guide rendered them as Followers):



Akk Dog

Akk.jpg


The Akk Dogs of Haruun Kal are a powerful breed of beasts, with hides that are near lightsaber resistant and big strong bodies, the Akk Dogs are the familiars of the Korunnai warriors, Force-Bonded to a specific Korun, they act intuitively as if they were one and the same. The stats below represent an undomesticated Akk Dog lurking in the brush of Haruun Kal.
Akk Dog CL 8
Large beast 9
Init +8; Senses Perception +6


Defenses Ref 20 (flat-footed 17), Fort 16, Will 12.
hp 85; Threshold 21


Speed 6 squares
Melee Bite +11 (1d8+5) and
Melee Gore +11 (1d8+5) and
Melee Claw +11 (1d6+5) and
Melee Slam +11 (1d6+5) or
Melee Gore +13 (1d8+8) with Powerful Charge
Fighting space 2x2; Reach 1 square
Base Atk +6; Grp +11
Atk Options Powerful Charge
Force Powers Known (Use the Force +5); Battle Strike, Dark Rage (x2)


Abilities Str 23 Dex 16 Con 22 Int 2 Wis 14 Cha 13
Special Qualities damage reduction 5
Feats Bantha Rush, Force Sensitivity, Force Training, Powerful Charge
Skills Survival +11


Damage Reduction 5-An Akk Dog has a natural damage reduction of 5, which lightsabers do not ignore.



FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

Forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the Akk Wolf:



Akk Wolf

Akk Wolves are the bigger and more fiercer predators on Haruun Kal, unlike their cousins, Akk Wolves make Akk Dogs appear to be tame and domicile. They are stronger and more intune with the Force than their cousins. Even a trained Jedi Knight would have great difficulty defeating an Akk Wolf.
Akk Wolf CL 11
Huge beast 12
Init +7; Senses Perception +8


Defenses Ref 20 (flat-footed 19), Fort 20, Will 12
hp 165; Threshold 30


Speed 6 squares
Melee Bite +19 (2d6+10) and
Melee Gore +19 (2d6+10) and
Melee Claw +19 (1d8+10) and
Melee Slam +19 (1d8+10) or
Melee Gore +21 (2d6+14) with Powerful Charge
Fighting space 3x3; Reach 1 square
Base Atk +9; Grp +19
Atk Options Powerful Charge
Force Powers Known (Use the Force +12); Battle Strike, Dark Rage (x2)


Abilities Str 31 Dex 12 Con 30 Int 2 Wis 14 Cha 13
Special Qualities damage reduction 5
Feats Bantha Rush, Force Sensitivity, Force Training, Powerful Charge, Skill Training (Use the Force)
Skills Survival +13


Damage Reduction 5- An Akk Wolf has a natural damage reduction against all attacks, this DR is not ignored by lightsabers.


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

Forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the Lylek, for which he credits one "Johnathan "RoyalBlueEyes" Pierson":




Source acknowledgement Gary M. Sarli's Unofficially Official Conversion Document, Star Wars Saga Edition, Ultimate Adversaries.

Lylek.JPG


Lylek CL14


Huge Beast 13
Init +8; Senses Perception +7


Defenses Ref 27 (flat-footed 24), Fort 23, Will 13.
hp 128; Threshold 38
Immune mild, moderate, and severe radiation


Speed 14 squares
Melee Bite +21* (2d6+21)
Melee Slam +21* (1d8+21)
Melee Sting +21* (1d8+21)
Fighting space 3x3; Reach 2 squares
Base Atk +10 Grp +26
Atk Options Power Attack


Abilities Str 42, Dex 16, Con 34, Int 2, Wis 15, Cha 12.
Feats Improved Damage Threshold, Improved Defenses, Power Attack, Skill Training (Initiative, Survival).
Skills Initiative +8, Climb +21, Survival +7.


*Includes 5 points in Power Attack
Desert - May reroll Survival checks and keep the better result



FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs

the_gneech gives us his version of the Knobby White Spider (official stats can be found in TotG, pg. 112): 


Knobby White Spider 


Knobby White Spider (CL 11)
Huge Beast 12
Init +8; Senses Low-light Vision, Tremorsense; Perception +13
----------------------------------
Defenses Ref 20 (Natural armour +8, Flat-footed 18), Fort 15, Will 12
hp 117; Threshold 25
----------------------------------
Speed 8 squares, climb 5 squares
Melee 2 claws +18 (1d8 + 15) or
Melee 2 claws +13/+13 (1d8 + 15) with Double attack or
Melee 2 claws +13 (1d8 + 20) with Power attack or
Melee 2 claws +8/+8 (1d8 + 20) with Double attack and Power attack or
Melee stinger +18 (1d8 +15 plus poison)
Fighting Space 3x3; Reach 2 squares
Base Atk +9; Grp +28
Atk Options: Double Attack, Power Attack
----------------------------------
Abilities Str 28, Dex 14, Con 20, Int 2, Wis 15, Cha 8
Feats Double Attack, Power Attack, Skill Training (Climb, Perception, Stealth)
Skills Climb +20, Jump +14, Perception +13, Stealth -3
----------------------------------
Arboreal: As a native to treetop environments, the Knobby White Spider gains Skill Training (Climb) as a bonus feat and may Take 10 on Climb checks even when distracted.
Low-light Vision: The Knobby White Spider ignores concealment (but not total concealment) for darkness.
Natural Armor: The Knobby White Spider's tough exoskeleton provides a +8 armor bonus to its Ref Defense.
Stinger: The Knobby White Spider's sharp stinger has a powerful venom which sedates its prey (treat as knockout drops, p. 255).
Tremorsense: The Knobby White Spider automatically senses the location of anything moving that is in contact with the ground and within 10 squares.

the_gneech also gave us a Siravanian Knobby Spider as a lower level version of the Knobby White Spider: 


Siravanian White Spider (CL 4)
Huge Beast 5
Init +9; Senses Low-light Vision, Tremorsense; Perception +8
----------------------------------
Defenses Ref 16 (Natural armour +4, Flat-footed 14), Fort 16, Will 11
hp 47; Threshold 26
----------------------------------
Speed 6 squares, 4 squares (Climb)
Melee 2 claws +11 (1d8 + 10) or
Melee stinger +11 (1d8 +10 plus poison)
Fighting Space 3x3; Reach 2 squares
Base Atk +3; Grp +21
----------------------------------
Abilities Str 26, Dex 14, Con 20, Int 2, Wis 13, Cha 8
Feats Skill Training (Initiative, Perception)
Skills Climb +15 (may take 10), Initiative +9, Perception +8, Stealth -6
----------------------------------
Low-light Vision: The Siravanian Knobby Spider ignores concealment (but not total concealment) for darkness.
Natural Armor: The Siravanian Knobby Spider's tough exoskeleton provides a +4 armor bonus to its Ref Defense.
Natural Climber: The Siravanian Knobby Spider may Take 10 on climb checks, even when distracted.
Stinger: The Siravanian Knobby Spider's sharp stinger has a powerful venom which sedates its prey (treat as knockout drops, p. 255).
Tremorsense: The Siravanian Knobby Spider automatically senses the location of anything moving that is in contact with the ground and within 10 squares.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 02 - A Wretched Hive should avoid the following stat block:


The Neimoidian kreehawk is a large avian creature with razor-sharp talons that is native to the forests of Cato Neimoidia. Each of these birds has the potential to reach great speeds and is extremely nimble. Neimoidian kreehawks have black feathers and large, reflective eyes that allow them to see even in near darkness.


Neimoidian Kreehawk CL3
Small Airborne Beast 4
Init +6; Senses: Low-light Vision; Perception +3
------------------------------------------------------------------------------------------------------------
Defences Ref 15 (Flat-footed 11), Fort 11, Will 11; Dodge, Mobility
HP 22; Threshold 11
------------------------------------------------------------------------------------------------------------
Speed 8 squares (Fly)
Melee Talons +5 (1d4+4)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +2
Atk Options: Running Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 19, Con 12, Int 2, Wis 12, Cha 11
Special Qualities: Airborne Traits, Low-light Vision, Swoop
Feats: Dodge, Mobility, Running Attack
Skills: Acrobatics +11, Initiative +6 (may reroll, must keep second)
------------------------------------------------------------------------------------------------------------
Dodge: Kreehawks receive Dodge as a Bonus Feat.
Swoop: Whenever a Kreehawk moves in the same round that it attacks, it gains a +2d4 bonus to damage.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 03 - Queen of Air and Darkness should avoid the following stat block:


A highly adaptive breed of mynock found on Bespin and other worlds where Tibanna gas is mined, Tibanna mynocks have evolved the ability to breathe even in air highly concentrated with toxic fumes. On Bespin, Tibanna mynocks often latch on to mining vessels or large containers carrying Tibanna gas.


Tibanna Mynock CL1
Small Airborne Beast 2
Init +8; Senses: Low-light Vision; Perception +2
------------------------------------------------------------------------------------------------------------
Defences Ref 15 (Natural armour +2, Flat-footed 13), Fort 10, Will 11
HP 9; Threshold 10
------------------------------------------------------------------------------------------------------------
Speed 8 squares (Fly)
Melee Bite +0 (1d4)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp -2
------------------------------------------------------------------------------------------------------------
Abilities Str 8, Dex 14, Con 10, Int 2, Wis 13, Cha 8
Special Qualities: Airborne Traits, Low-light Vision, Tibanna Pouch
Feats: Skill Training (Initiative)
Skills: Acrobatics +8, Initiative +8 (may reroll, must keep second)
------------------------------------------------------------------------------------------------------------
Tibanna Pouch: Tibanna Mynocks have dozens of small, leathery pouches all over their bodies that capture and hold pockets of Tibanna gas. When a Tibanna Mynock is killed, its Tibanna pouches rupture, filling a 2×2 square area with Tibanna gas. Whenever a creature enters this area, the gas makes an attack roll (1d20+10) against the creature's Fortitude Defence. If the attack succeeds, the target takes 2d6 points of damage (other Tibanna Mynocks are immune to this effect). Additionally, a Tibanna gas cloud can be dissipated by firing a blaster bolt into it (Reflex Defence 10 for one of the squares occupied by the gas). Doing so causes the cloud to burn up rapidly, dealing 4d6 points of energy damage to any creature in or adjacent to the gas.


Note: The Reflex Defence for the Tibanna Mynock was calculated incorrectly in the adventure module. I've corrected it in this version to get it as close as possible to that value though using RAW.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:


The Dark Lizard is a species of reptilian hssiss drenched in the dark side to such to a degree that its eyes shine coral like those of a Dark Lord, and the ebony beast literally glows with darkness. Even its drool is black. Encased in its bony skull is a mouth filled with black stiletto teeth and a charcoal prehensile tongue (earning the beast its alternative sobriquet, "Dark Tongue"). Along the back of the creature's 3-meter-long body run two rows of sharp spikes, and its four appendages end in huge ivory claws.


Dark Lizard CL5
Large Aquatic Beast 6
Dark-side 12
Init +10; Senses: Low-light Vision; Perception +9
------------------------------------------------------------------------------------------------------------
Defences Ref 16 (Natural armour +5, Flat-footed 15), Fort 15, Will 11
HP 54; Threshold 20
------------------------------------------------------------------------------------------------------------
Speed 6 squares, 12 squares (Swim)
Melee 2 Claws +8* each (1d6+11) and
Melee Bite +8* (1d8+11)
Ranged Prehensile Tongue +10 (Grapple +14)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +14
Atk Options Pin, Power Attack
Special Actions Prehensile Tongue
------------------------------------------------------------------------------------------------------------
Abilities Str 22, Dex 14, Con 20, Int 2, Wis 12, Cha 12
Special Qualities: Aquatic Traits, Swim
Feats: Pin, Power Attack, Skill Training (Initiative)
Skills: Initiative +10, Perception +9
*Includes 2 points of Power Attack
------------------------------------------------------------------------------------------------------------
Prehensile Tongue: A target hit by a prehensile tongue attack is grabbed and must succeed on an opposed grapple check. If the target fails, it is pulled to the nearest open square adjacent to the dark lizard. The prehensile tongue has a reach of 2 squares.



Dark Lizard Alpha CL8
Large Aquatic Beast 9
Dark-side 14
Init +6; Senses: Low-light Vision; Perception +11
------------------------------------------------------------------------------------------------------------
Defences Ref 20 (Natural armour +8, Flat-footed 18), Fort 22, Will 13
HP 95; Threshold 20
------------------------------------------------------------------------------------------------------------
Speed 6 squares, 12 squares (Swim)
Melee 2 Claws +14 each (1d6+12) and
Melee Bite +14 (1d8+12) or
Melee Bite +14* (1d8+20) with Powerful Charge
Ranged Prehensile Tongue +14 (Grapple +19)
Fighting Space 2x2; Reach 1 square
Base Atk +6; Grp +19
Atk Options Lashing Tail, Pin, Power Attack, Powerful Charge
Special Actions Prehensile Tongue
------------------------------------------------------------------------------------------------------------
Abilities Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 14
Special Qualities: Aquatic Traits, Swim
Feats: Improved Defences, Pin, Power Attack, Powerful Charge
Skills: Perception +11
*Includes 2 points of Power Attack
------------------------------------------------------------------------------------------------------------
Lashing Tail: Once per round, when an adjacent opponent makes a melee attack against the dark lizard alpha, the dark lizard alpha can make an immediate melee attack with its tail as a reaction. The attack is made with a +14 bonus, dealing 1d6+12 damage on a successful hit.
Prehensile Tongue: A target hit by a prehensile tongue attack is grabbed and must succeed on an opposed grapple check. If the target fails, it is pulled to the nearest open square adjacent to the dark lizard alpha. The prehensile tongue has a reach of 2 squares.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block: 


A Force-sensitive creature of unknown origin, the t'salak is an oozing, black mound of evil. A specimen was first encountered in the jungles of Cularin and subsequently imprisoned inside a Force-imbued urn. The urn was buried inside a cave and guarded by a Tarasin village for generations, until recently stolen by the Dark Jedi Raik Muun. With the help of scientists, Raik discovered a way to divide the t'salak into independent entities of equal power. It is unknown how many more specimens remain in existence.
The t'salak has no sensory organs but leaves no question as to its strength and cunning; it lashes out with sticky tendrils that have surprising accuracy and power. Filled with chaotic thoughts born of malignity, the t'salak can induce a blinding rage in its targets just by touching them, permeating their souls with darkness.


T'salak CL8
Medium Beast 8
Dark-side 14
Init +8; Senses: Darkvision; Perception +6
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Flat-footed 10), Fort 12, Will 12
HP 50, regenerate; Threshold 12
Immune Disease, Mind-affecting, Poison, Radiation
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Tendril +10 (1d8+4) or
Melee Tendril +8 (2d8+4) with Rapid Strike
Fighting Space 1 square; Reach 1 square
Base Atk +6; Grp +10
Atk Options Rapid Strike
------------------------------------------------------------------------------------------------------------
Abilities Str 10, Dex 18, Con 14, Int 2, Wis 14, Cha 12
Special Qualities: Darkvision, Induce Raging Madness, Regenerate
Feats: Force Sensitivity, Rapid Strike, Skill Training (Stealth), Weapon Finesse
Skills: Climb +9 (may reroll, keeping better result), Stealth +13
------------------------------------------------------------------------------------------------------------
Induce Raging Madness: Whenever this creature damages a target with a melee attack, it infuses the target with raging madness. At the beginning of the target's turn, the madness makes an attack against the Will Defense of the target at +11. If the attack succeeds, the target must include the nearest ally in an attack on this turn. If the attack against the target's Will Defense misses, the target may act normally. If the attack misses by 5 or more, the target shakes off the madness and is no longer subject to this effect. This is a mindaffecting effect.
Regenerate: When a t'salak reaches 0 or fewer hit points, it does not die. It becomes an inert puddle for a number of rounds equal to half its maximum hit points (rounded down), after which the t'salak regenerates 1 hit point per round until fully healed. It cannot regenerate in a vacuum nor while contained inside a Force-blocking item.



Its spawn appear to be small pieces that have broken away from the main body. They are weaker and more easily destroyed, but they still impart some madness on their targets.


T'salak Spawn CL5
Small Beast 6
Dark-side 12
Init +6; Senses: Darkvision; Perception +4
------------------------------------------------------------------------------------------------------------
Defences Ref 15 (Natural armour +1, Flat-footed 12), Fort 12, Will 12
HP 33; Threshold 12
Immune Disease, Mind-affecting, Poison, Radiation
------------------------------------------------------------------------------------------------------------
Speed 4 squares
Melee Tendril +7 (1d4+3)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +2
Atk Options Running Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 12, Int 1, Wis 12, Cha 10
Special Qualities: Darkvision, Spike of Anger
Feats: Improved Defences, Skill Training (Jump), Weapon Finesse
Skills: Jump +8, Stealth +16
------------------------------------------------------------------------------------------------------------
Spike of Anger: Whenever this creature damages another living target, compare the results of the attack roll to the target's Will Defense. If the attack roll equals or exceeds the target's Will Defense, the target must make an immediate attack against the nearest ally, if possible. This is a mind-affecting effect.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:


The k'kayeh dragon is the greatest product of Darth Rivan's dark arts. A Force-sensitive abomination, this Sithspawn's sandy scales match the color of Almas' desert wasteland and are as tough as armor plating. The serpentine creature is also amphibious, as comfortable in open air as swimming in the planet's hidden underground lakes. The k'kayeh's maw is a steely-toothed deathtrap, and its claws are eviscerating razors. As if that weren't enough, instead of breathing fire, this dark side abomination can shoot Force lightning from each nostril of its monstrous snout.


K'kayeh Dreambeast CL8
Gargantuan Beast 9
Force 2; Dark-side 12
Init +7; Senses: Darkvision; Perception +10
------------------------------------------------------------------------------------------------------------
Defences Ref 12 (Natural armour +9, Flat-footed 12), Fort 22, Will 11
HP 176; DR 25; Threshold 42
Immune Mind-affecting
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee 2 Claws +18 each (2d6+16) and
Melee Bite +18 (3d6+16) or
Melee Slam +18 (2d6+16)
Fighting Space 4x4; Reach 3 squares
Base Atk +6; Grp +33
Atk Options Pin
Force Powers Known (Use the Force +10): Force Lightning (2)
------------------------------------------------------------------------------------------------------------
Abilities Str 34, Dex 6, Con 34, Int 4, Wis 12, Cha 13
Special Qualities: Darkvision, Sensor Immunity, Surface Camouflage
Feats: Force Sensitivity, Force Training, Pin, Skill Training (Initiative, Perception)
Skills: Initiative +7, Perception +10, Use the Force +10
------------------------------------------------------------------------------------------------------------
Sensor Immunity: K'kayeh dragons cannot be detected by life-form scanning sensors.
Surface Camouflage: K'kayeh dragons receive a +5 bonus on Stealth checks while in a desert environment.



Note: The Defence scores for the K'kayeh dreambeast were calculated incorrectly in the adventure module. I've corrected it in this version using RAW.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:


Living nightmares are manifestations of Force energy that appear in shifting, horrific forms. They usually take on the forms of monstrous beings from their targets' memories and attack the minds of their opponents.


Living Nightmare CL6
Medium Beast 7
Init +7; Senses: Darkvision; Perception +17
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Flat-footed 10), Fort 13, Will 11
HP 53; Threshold 13
Immune Fear, Mind-affecting
------------------------------------------------------------------------------------------------------------
Speed 6 squares (Fly)
Melee Slam +9 (2d6+2)
Fighting Space 1 square; Reach 1 square
Base Atk +5; Grp +9
Atk Options Attack the Mind
------------------------------------------------------------------------------------------------------------
Abilities Str 8, Dex 18, Con 16, Int 2, Wis 12, Cha 16
Special Qualities: Attack the Mind, Darkvision, Semi-corporeal
Feats: Running Attack, Skill Focus (Perception), Weapon Finesse
Skills: Perception +17
------------------------------------------------------------------------------------------------------------
Attack the Mind: This creature's melee attacks target the opponent's Will Defense instead of its Reflex Defense, and the creature's damage (treated as energy damage) ignores SR and DR. The creature's attacks target the mind of the opponent, though the damage it causes can kill just as easily as physical damage. This creature's attacks are considered mind-affecting.
Semi-corporeal: This creature is a manifestation of Force energy and is only partially vulnerable to normal attacks. It takes half damage from weapons other than energy weapons. If a weapon deals energy damage or another type of damage, the creature takes full damage from that weapon. If a weapon deals energy damage and another type of damage, the creature takes only half damage from that weapon.

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:


Nighthunter


Perhaps it's the blood-red, blaster-resistant hide. Maybe it's the claws, which are nearly as long as the fangs protruding up to its eyes and down to its chin. Or maybe it's the fact that these creatures ambush their prey using the Force. Whatever it is, nighthunters give even Jedi pause. Xenobiologists believe that nighthunters are a mutant offshoot of another species, with Myrkr's vornskrs ranking high on the list due to their whiplike tails, Force-sensitivity, and variety of subspecies. Some contend that nighthunters inspired the hellhounds of Corellian myth. No one really knows.


Nighthunter CL5
Medium Beast 6
Init +4; Senses: Scent; Perception +11
------------------------------------------------------------------------------------------------------------
Defences Ref 18 (Natural armour +6, Flat-footed 16), Fort 14, Will 13
HP 40; DR 20*; Threshold 14
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee 2 Claws +5** each (1d4+6) and
Melee Bite +5** (1d6+6)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +6
Atk Options Pin, Power Attack
Force Powers Known (Use the Force +8): Battlestrike (2), Surge (2)
------------------------------------------------------------------------------------------------------------
Abilities Str 15, Dex 14, Con 18, Int 2, Wis 17, Cha 10
Special Qualities: Energy Resistance (Fire and Blasters)*, Force Stealth, Keen Hearing, Scent
Feats: Force Sensitivity, Force Training, Pin, Power Attack
Skills: Perception +11, Use the Force +8
------------------------------------------------------------------------------------------------------------
Energy Resistance*: Nighthunters are especially resistant to energy based attacks due to their armour plating. The Damage Reduction 20 of a nighthunter applies only to attacks made by fire- or blaster-based weaponry.
Force Stealth: Nighthunters may use their Use the Force check modifier instead of their Stealth modifier when making Stealth checks.
Keen Hearing: Due to their incredibly sharp hearing, nighthunters are considered trained in the Perception skill.
Scent: Nighthunters ignore concealment and cover when making Perception checks to notice opponents within 8 squares. This can vary depending on wind conditions and the strength of the smell. They also gain a +10 bonus on their Survival checks made to track by scent.
**Includes 1 point of Power Attack


Note: The Fortitude and Will defences of the nighthunter were calculated incorrectly in the adventure module, though they have been corrected here. In addition, the description of the Energy Resistance special quality was absent - I have tried to recreate it from what I remember of the creature from the RCR Power of the Jedi Sourcebook.


EDIT: Stats for the Nighthunter can also be found in the JATM, pg 139 - the Energy Resistance SQ there is noted as Resist Energy 10, Fire 10. This probably should be used in place of my supposition...

Darth_Scorpion,

Jindy gave us this build for a Gorgodon too...maybe you can add it into post #22 for those looking for a different CL?

Gorgodon.JPG




Gorgodon                                  CL 9
starwars.wikia.com/wiki/Gorgodon
Medium male Gorgodon beast 5/scout 5
Init + 1; Senses Perception + 6 (can reroll, as full action scent)
-----------------------------------------
Defenses Ref 19 (flat-footed 19), Fort 22, Will 16.  Natural Armor +4.
hp 140; Threshold  27
-----------------------------------------
Speed 6 squares
Melee +16 (1d6+10, Claw x2) or +16 (1d8+10, bite) or +16 (1d6+10, tail slam)
Ranged +5
Fighting:  2x2, reach 1 square.
Attack Options:  Pin/Crush
Base Atk +6; Grp + 14
-----------------------------------------
Abilities Str 26, Dex 9, Con 22, Int 6, Wis 12, Cha 6
SQ Ferocious Attack (+2 to attack rolls); Scent; Poor Vision; Arctic (reroll Survival checks in the cold)
Talents Hidden Movement, Improved Stealth, Total Concealment.
Feats Cleave, Power Attack, Cleave, Skill Training (Stealth), Skill Focus (Stealth), Pin, Crush
Skills Climb +15 (trained), Perception +6, Stealth +6, Survival +6 (can reroll).

FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
While official stats for mynocks appear on page 119 of Threats of the Galaxy (and, for the "comet mynock," page 219 of Scum and Villainy), forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the mynock:

Mynock
Mynock's are silicon based lifeforms that exist in the deepest regions of space, as well as asteroids, and planets lacking a base of Helium in the atmosphere. Mynocks attach to starships, vehicles, and whatever else they can get to to absorb energy from. They are a hazard and are the cause of starship quarrantines if a ship is unable to shake the Mynocks off of its hull when entering orbit.
Mynocks attack as a group of no less than ten.

Mynock_NEGAS.jpg

Mynock CL1
Small Beast 2
Init +10 Senses Perception +2
Defenses Ref 16 (flat-footed 12), Fort 12, Will 11.
hp 13; Threshold 12
Speed fly 6 squares
Melee Bite +1 (1d4+2)
Base Atk +1; Grp +1
Atk Options Dodge
Abilities Str 11, Dex 18, Con 15, Int 1, Wis 12, Cha 10.
Feats Dodge
Skills Initiative +10
Vacuum - Does not suffer the effects of a vacuum; Darkvision
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Darth_Scorpion,

Jindy gave us this build for a Gorgodon too...maybe you can add it into post #22 for those looking for a different CL?

It may not look it, but it's actually the same stat block - I just reformatted it to how I usually write stat blocks on these forums.
Looking at it though, I think there might be a couple of errors - a level 10 creature shouldn't have an untrained Initiative check modifier of +1 (with a Dexterity modifer of -1). Shouldn't it be +4?
Aha...okay.  I only noticed that some stats were different...didn't notice that it was a corrected version of Jindy's stat block.  Well done!

Also...added a bit to the Geonosian Hydra and Tusk Cat entries...
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed. ●DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir ●LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films ●"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc. ●SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species ●THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures ●THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG ●SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
Not a problem - part of the reason I reformat stat blocks is that I have a chance of noticing any mistakes that might be in them. Quite a few of the Dawn of Defiance creature stat blocks had mistakes in them that I wouldn't have noticed otherwise...

Speaking of which, Dawn of Defiance 09 - Sword of the Empire had stats for a Dinko pack that I have reverse engineered to give us their 'official stats' (that I've also corrected for errors):

Dinko

Dinko CL2
Fine Beast 3
Init +10; Senses: Motion-sensitive Vision, Scent; Perception +7
------------------------------------------------------------------------------------------------------------
Defences Ref 24 (Flat-footed 20), Fort 10, Will 11
HP 14; Threshold 10
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +6 (1 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +2; Grp -14
Atk Options Weapon Finesse
------------------------------------------------------------------------------------------------------------
Abilities Str 2, Dex 18, Con 10, Int 1, Wis 12, Cha 8
Special Qualities: Motion-sensitive Vision, Poison, Scent, Stench
Feats: Skill Training (Initiative), Weapon Finesse
Skills: Initiative +10, Perception +7, Stealth +25
------------------------------------------------------------------------------------------------------------
Motion-sensitive Vision: The eyes of a dinko have evolved such that they see only movement. The creature takes a -5 penalty to attack rolls against motionless opponents. Although a dinko cannot see its opponent, its keen sense of smell alerts it to the presence of potential prey (see Scent, below).
Poison: If the bite of a dinko deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+8) against the target's Fortitude Defense, the target moves -1 step on the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious. The poison attacks each round until cured with a successful DC 15 Treat Injury check.
Scent: Dinkos ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking (see the Survival skill).
Stench: Dinkos exude a foul stench that nauseates most other creatures. If the stench succeeds on an attack roll (1d20+5) against the target's Fortitude Defense, the target becomes nauseated for 1 round. A nauseated target can make only a single move action that round. The stench attacks each round that the target remains within 2 squares of the dinko.


Jindy also gave us stats for the Dinko prior to the release of Sword of the Empire:

Dinko CL0
Fine Beast 1
Init +9; Senses: Perception +5
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Defences Ref 30 (Flat-footed 21), Fort 9, Will 11
HP 2; Threshold 9
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Speed 4 squares
Melee Bite +9 (1 plus poison)
Fighting Space 1 square; Reach 0 squares
Base Atk +0; Grp -11
Atk Options Weapon Finesse
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Abilities Str 2, Dex 28, Con 6, Int 2, Wis 10, Cha 2
Special Qualities: Poison (d20 v. Fort Defence, -1 on CT), Stench (d20 v. Fort Defence or -2 on CT for 1 round)
Feats: Improved Defences, Weapon Finesse
Skills: Initiative +9, Perception +5, Stealth +29
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Weapon Finesse: Dinkos have Weapon Finesse as a bonus feat.
Poison: (d20 v. Fort Defence, -1 on CT)
Stench: (d20 v. Fort Defence or -2 on CT for 1 round)

Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 07 - A Reckoning of Wraiths should avoid the following (corrected) stat block:

Coruscani Ogre

Coruscani Ogre CL5
Large Beast 5
Init +2; Senses: Darkvision, Scent; Perception +3
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Defences Ref 13 (Natural armour +4, Flat-footed 13), Fort 12, Will 11
HP 32; Threshold 17
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Speed 6 squares
Melee Slam +7* (1d6+12) or
Melee Large club +7* (1d8+12)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +15
Atk Options Pin, Power Attack
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Abilities Str 24, Dex 10, Con 15, Int 3, Wis 12, Cha 4
Special Qualities: Darkvision, Scent
Feats: Pin, Power Attack
Skills: Stealth +2
Possessions: Large club, Ragged and stained clothing
*Includes 3 points of Power Attack
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Scent: Coruscani Ogres ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking (see the Survival skill).