Big Bad List of Critters

There is a list for archtypes, now lets do one for critters...conversions and new ones...
I pulled one of my favorites from Star Wars Galaxies, hope I did it right:
the Kusak Mauler

The Kusak Mauler CL 9

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.


Kusaks CL9
Medium Beast 10
Init +14; Senses: Low Light Vision Perception +12.

---------------------------------------------
Defenses Ref 16(Flat-Footed 15.), Fort +12 (+18/energy), Will +12
HP 71 Threshold 18.
---------------------------------------------
Speed 8 squares
Melee +no. Weapon (damage)
Bite: +8 1d6 +7
2Claws: +8 1d4 +7
BAB +6.; Grp +10.
Fighting Space: 1 square Reach: 1 square
Attack Options: Hamstring +2d6 dam

---------------------------------------------

Abilities Str 14, Dex 19, Con 15, Int 5, Wis 15, Cha 12
Talents: May reroll Survival Checks made to endure heat, keeping the better result.
Feats: Combat Reflexes, Pin, Skill Training 2 (Stealth, Endurance)
Skills: Initiative: 14 Perception: 12 Stealth: 13 Endurance: 12
---------------------------------------------
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.
Tough Hide – Kusaks have tough hides and are somewhat energy resistant. They have an Armor rating of +3 towards their Reflex Defense but against energy attacks they gain a +6 towards their fortitude Defense



Krayt Dragon, Canyon CL17

Krayt Dragon, Canyon CL17
Colossal Beast Level 18

Init +7 Senses Perception +13.

---------------------------------------------
Defenses Ref 13 (Flat-footed 13.), Fort 25, Will 8
HP 341 Threshold 75 DR 15
---------------------------------------------
Speed 8 squares
Melee
Claw: +20*(3d6 +27)
Bite: +20*(4d6 +27)
Tail Slam: +20*(3d6 +27)
Trample: +20*(2d4 +27)
BAB +13; Grp +50
Fighting Space: 4x3 Reach: 3 squares
---------------------------------------------
Abilities: Str 44, Dex 6, Con 40, Int 3, Wis 8, Cha 14
Talents: May reroll Survival checks made to endure extreme heat, keeping the better result.
Feats: Cleave, Power Attack, Skill Training: Survival
Skills: Survival +13 Perception +13 Endurance +29 Initiative+7
---------------------------------------------
*Includes 10 points of power attack

Central Sinus Cavity:
The central sinus cavity of the canyon krayt dragon is virtually unprotected, making it the easiest way to kill the creature. By taking a -20 penalty on an attack roll, an opponent can target this weak spot and ignore the dragon’s damage reduction. If the dragon takes any damage from such an attack that exceeds its Fortitude Defense, it is stunned for 1d6 rounds. Furthermore, a successful critical hit while attacking the central sinus cavity automatically kills the dragon.
Trample:
As a full round action, the Krayt can run over a single opponent at least one size category smaller than itself. The Krayt must move through the opponent’s square and end its move in an unoccupied swuare. When adjacent to an opponent at the beginning of its action, a Krayt can begin a trampling attack and move normally. A trampled opponent can attempt a Fortitude Defense roll for half damage. The DC of the Fortitude Defense is 10 + the Krayt’s level + the Krayt’s strength modifier.
Krayt Pearls:
Ordinary stones polished to priceless perfection in the Krayt’s gizzard. If the legends are true, a Krayt could have up to 1d4+2 pearls, each could fetch well over 100,000 credits.


Guardian Spirit CL5
Guardian Spirit CL5
Medium Dark Side Walking Dead 6
---------------------------------------------
Init +10 Senses Perception +11
---------------------------------------------
Defenses Ref 15 (FF 15), Fort 9, Will 8
HP 26; Threshold 14
---------------------------------------------
Speed 6 squares
Melee +no. Weapon (damage) +2 dex bonus
Claw: +6 (1d4 +5)
Sword: +6 (1d8 +5)
Axe: +6 (1d8 +5)
Club +6 (1d6 +5)
Knife +6 (1d4 +5)
Ranged:
BAB +4; Grp +6
Fighting Space 1 Reach 1 square
Attack Options
Special Actions
---------------------------------------------
Abilities Str 14, Dex 14, Con 8, Int 1, Wis 6, Cha 2

Talents
Feats Weapon Proficiency (Simple), Skill Focus Perception, Improved Damage Threshold
Skills: Perception +11 Initiative +10 Survival +1 (Body Swap only)
---------------------------------------------
Special Qualities:
Walking Dead- are little
more than shuffling bags of bones
animated and filled with malicious intent by the dark side.
They are immune to disease, the effects of cold, and
the vacuum of space. The spirit energy that drives
them is no longer sentient or self-aware, so it is not as
susceptible to Force mental abilities. Indeed, they simply
continue to obey the last command they received in life
by protecting the necropolis or other Dark Side Tombs from
intruders. Since more of their guardian spirit's body is missing
than present, they become harder to hit with certain types of
primitive weapons. If a weapon that deals piercing or slashing
damage hits a guardian spirit, the damage is cut in half
(rounded down).
Body Swap-if a guardian spirit is destroyed any
other corpse (no matter how fresh) within 100
meters, the spirit will attempt to possess the other body.
(In the case of more than one corpse, choose randomly.)
The spirit makes a Survival against DC 10. If the roll
succeeds, the ghostly energy move into this new body.
This possession by the dark side literally melts the
flesh off the corpse. The new guardian spirit
immediately takes on the characteristics of the original
guardian spirit (no matt what the body was in life). This
attempt is automatic in response to the destruction of
the guardian spirit. If no body is nearby or the Survival
roll fails, the dark side energy dissipates and the spirit is
truly destroyed.


Chrysalide Rancor CL17

Chrysalide Rancor CL17
Huge Sith Spawn Beast 18

Init +15 Senses low-light vision Perception +7
---------------------------------------------
Defenses Ref 25 (FF 25), Fort 20, Will 9.
HP 284; Threshold 25 DR 8
---------------------------------------------
Speed 10 squares
Melee
Bite: +27 (2d6 + 24)
Claw (2): +27 (1d8 + 24)
or
Slam: +27 (1d8 + 24)
Fighting Space 3x3 Reach 2 squares
BAB +13.; Grp +27
Attack Options: Rend
Special Actions
---------------------------------------------

Abilities Str 38, Dex 12, Con 30, Int 4, Wis 8, Cha 15
Talents
Feats Improved Damage Threshold, Skill Training Perception, Power Attack, Cleave, Crush, Pin
Skills (-10 to stealth) Initiative: +15 Persuasion +11 Perception +12
Special Qualities:
Rend-If a Chrysalide hits with both
claw attacks, it latches onto the opponent's body and
tears its flesh. This attack automatically hits and deals 2d6+24
damage.
Terrifying Presence-The Chrysalide rancor has an
extremely fierce, intimidating presence. It is capable
of freezing opponents in fear. When the creature first
attacks, it can make an Persuasion check as a free action once per encounter to
attempt to awe its opponent. The DC for this check is 15 +
the level of the opponent. If the check is successful, and beats the
opponents Will Defense the opponent may take only a move action
or an attack action on his next turn.
If the opponents Will Defense is beaten by 10 or more, he cowers.
(A cowering character loses his Dex bonus for his Reflex Defense
and may not take an action on his next turn. Foes gain a +2 bonus
to hit cowering opponents)
The opponent continues to cower for 1d4 rounds. A chrysalide rancor
may make only one Terrifying Presence attack check in a given
encounter.


Sith Hound CL4

Sith Hound CL4
Medium Sith Spawn Predator 5

Init +15 Senses Perception +3

---------------------------------------------
Defenses Ref 15 (FF 15), Fort 11, Will 11
HP 35 Threshold 11
---------------------------------------------
Speed 6 squares
Melee
Claw (2) +5 (1d4 +4)
Bite +5 (1d6 +4)

Fighting Space 1 Reach 1 square
BAB +3.; Grp +6.
Attack Options
Special Actions
---------------------------------------------
Abilities Str 14 Dex 16 Con 12 Int 9 Wis 12 Cha 12

Talents
Feats Skill Focus Initiative, Skill Focus Survival, Power Attack, Cleave
Skills Initiative 15 Perception 3 Survival 13
---------------------------------------------


Dark Wolf CL06
Dark wolves, known as raquor'daan among the Weequays, were stealthy, nocturnal canines native to Sriluur. They were adept killers, with poison-laden claws and a stinger tail. Their shoulders and back were covered with a thick leathery hide to protect them from sandstorms and their own stinger. They were also very good climbers. They were considered the natural enemy of the Bandigo and were treated with a good deal of respect by the Weequay.

Dark Wolf CL06
Medium Desert Beast 7
Init +17 Senses Perception +5

---------------------------------------------
Defenses Ref 23(FF 23), Fort 12, Will 12
HP 50 Threshold 12
---------------------------------------------
Speed 8 squares
Melee
Bite: +10 (1d6+8)
Claw (2): +10 (1d4+8)
Or
Sting: +10 (1d4 +8)
Ranged +no. Weapon (damage)
Fighting Space 1 Reach 1 square
BAB +5 Grp +10
Attack Options
Special Actions
---------------------------------------------

Abilities Str 20 Dex 18 Con 15 Int 6 Wis 15 Cha 14
Feats Skill Focus Initiative, Skill Focus Survival
Skills Initiative 17 Perception +5 Survival +15
---------------------------------------------
Special Qualities: The following provides additional information on a dark wolf’s special qualities.
Poison:
For its claw poison, Constitution save (DC14) negates, damage is paralysis for 1d4 hours. For its stinger poison, Constitution save (DC14) negates, damage equals 1d6 temporary strength.


Asyyyriak CL 3,7,10

Young Asyyyriak CL 3
Small Beast 4.

Init +10 Senses Perception +5

---------------------------------------------
Defenses Ref 14 (Flat Footed 14 ) Fort 12 Will 13
HP 28 Threshold 12
---------------------------------------------
Speed 6 squares
Melee
Bite: 5 (1d6 +5)
Claws (2): 5 (1d4 +5)
Fighting Space 1 Reach 1 square
BAB +3 Grp + 2
Attack Options
Special Actions
---------------------------------------------

Abilities Str 14 Dex 18 Con 14 Int 4, Wis 16 Cha 6

Talents
Feats Mighty Swing, Power Attack,
Skills Initiative +10 Perception +5 Climb +4 Stealth +16**
---------------------------------------------
** - Camouflage already applied
Special Qualities
Camouflage:
Asyyyriaks blend in with their surroundings, granting a +6 bonus on hide checks in forested environments.
Fast Healing 1: Asyyyriaks regain hit points at an exceptionally fast rate. Each round, an asyyyriak recovers 1 hit point up to its normal maximum.
Asyyyriak Adult CL7
Medium Beast 8.

Init +13 Senses Perception +8

---------------------------------------------
Defenses Ref 16 (Flat Footed 16) Fort 13 Will 14
HP 64 Threshold 13
---------------------------------------------
Speed 6 squares
Melee
Bite: +9 (1d6 + 7)
Claws (2): +9 (1d4 + 7)
Fighting Space 1 Reach 1 square
BAB +6 Grp +9
Attack Options
Special Actions
---------------------------------------------
Abilities Str 16 Dex 18 Con 16 Int 5, Wis 19 Cha 6
Feats Mighty Swing, Power Attack, Cleave, Combat Reflexes
Skills Initiative +13 Perception +8 Climb +7 Stealth +14**
---------------------------------------------
** - Camouflage already applied
Special Qualities
Camouflage:
Asyyyriaks blend in with their surroundings, granting a +6 bonus on hide checks in forested environments.
Fast Healing 1: Asyyyriaks regain hit points at an exceptionally fast rate. Each round, an asyyyriak recovers 1 hit point up to its normal maximum.


Asyyyriak Alpha Male/Female CL10
Medium Beast 11

Init +13 Senses Perception +8

---------------------------------------------
Defenses Ref 17 (Flat Footed 17) Fort 13 Will 14
HP 77 Threshold 13
---------------------------------------------
Speed 6 squares
Melee
Bite: +10 (1d6 + 8)
Claws (2): +10 (1d4 + 8)
Fighting Space 1 Reach 1 square
BAB +8 Grp +13
Attack Options
Special Actions
---------------------------------------------

Abilities Str 18 Dex 20 Con 16 Int 5, Wis 19 Cha 6
Feats Mighty Swing, Power Attack, Cleave, Combat Reflexes, Pin
Skills Initiative +14 Perception +8 Climb +9 Stealth +14**
---------------------------------------------
** - Camouflage already applied
Special Qualities
Camouflage:
Asyyyriaks blend in with their surroundings, granting a +6 bonus on hide checks in forested environments.
Fast Healing 1: Asyyyriaks regain hit points at an exceptionally fast rate. Each round, an asyyyriak recovers 1 hit point up to its normal maximum.




Corellian Sand Panther CL2, 7
Corellian sand panthers are feline predators with coats of soft fur, long tufted tails, and large, wide paws. Most sand panthers live in deserts, although some species can be found in more temperate zones. Usually a sand panther has a light yellow coat that blends in well with their sandy surroundings, although afew rare albino and silver-colored panthers have been found.
The sand panther is one of the galaxy’s quietest stalkers, able to move within centimeters of its prey without alerting it.

Corellian Sand Panther Cub CL2
Small Beast 3
Init +8 Senses Perception +8
---------------------------------------------
Defenses Ref 25 (Flat-Footed 25), Fort 12 Will 11
HP 20 Threshold 12
---------------------------------------------
Speed 6 squares
Melee
Bite: +6 (1d6 +4)
Claw (2):+6 (1d4 +6)
*Hind Leg Claw: +10 (1d6 +6 )
Fighting Space 1 Reach 1 square
BAB +2 Grp +2
Attack Options: Rake Attack (see below) *follows a successful grapple only
Pounce,
---------------------------------------------

Abilities Str 14 Dex 18 Con 14 Int 3 Wis 13 Cha 16
Talent: May reroll Survival checks made to endure extreme heat, keeping the better result.
Feats Double Attack, Power Attack, Skill focus Survival, Trip
Skills Initiative 8 Perception 8 Stealth 24 Survival 14 Climb 10 Jump 8
---------------------------------------------
Special Qualities:
Skill Bonuses: Sand Panthers are very stealthy, gaining a +8 species bonus on their stealth. They also gain a + 2 bonus to Climb, Jump, and Perception checks.
Sharp Claws: Sand Panthers claws are very sharp and they gain +2 on claw damage.
Poison: Any target taking damage from a Sand Panther claw must make a Constitution save (DC 14). On a failed roll the victim takes 1d6 Con damage and is forced to make another save 1 minute later for another 2d6 Con damage.
Sand Panther poison is both odorless and tasteless. Assassins sometimes gather it
conceal it in a victims drink then kill them once they have been debilitated.
The venom forces the same Constitution save as the claw attack.
Rake Attack: Sand Panthers often attempt to grapple with their front-leg claws
If they succeed in a grapple they may use their hind legs to rake (+4 to hit bonus doing 1d6 damage). A sand panther may also rake after pouncing.
Pounce: When a sand panther first attacks it pounces, allowing it to make a full attack after it has moved.
Scent: Sand Panthers can track using the Survival skill. They also ignore any penalties from poor surface conditions and visibility.
Hard to Train: Sand Panthers cubs are very difficult to train, increase any Persuasion check for animal handling by +5.


Corellian Sand Panther CL7
Medium Beast 8
Init +6 Senses Perception +10
---------------------------------------------
Defenses Ref 22 (Flat-Footed 22), Fort 12 Will 11
HP 58 Threshold 12
---------------------------------------------
Speed 6 squares
Melee
Bite: +11 (1d6 +9)
Claw (2):+11 (1d4 +13)
*Hind Leg Claw: +19 (1d6 +13 )
Fighting Space 1 Reach 1 square
BAB +6 Grp +11
Attack Options: Rake Attack (see below) *follows a successful grapple only
Pounce,
---------------------------------------------

Abilities Str 21 Dex 15 Con 14 Int 3 Wis 13 Cha 16
Talent: May reroll Survival checks made to endure extreme heat, keeping the better result.
Feats Double Attack, Power Attack, Skill focus Survival, Trip
Skills Initiative 6 Perception 10 Stealth 19 Survival 16 Climb 13 Jump 13
---------------------------------------------
Special Qualities:
Skill Bonuses: Sand Panthers are very stealthy, gaining a +8 species bonus on their stealth. They also gain a + 4 bonus to Climb, Jump, and Perception checks.
Sharp Claws: Sand Panthers claws are very sharp and they gain+4 on claw damage.
Poison: Any target taking damage from a Sand Panther claw must make a Constitution save (DC 14). On a failed roll the victim takes 1d6 Con damage and is forced to make another save 1 minute later for another 2d6 Con damage.
Sand Panther poison is both odorless and tasteless. Assassins sometimes gather it
conceal it in a victims drink then kill them once they have been debilitated.
The venom forces the same Constitution save as the claw attack.
Rake Attack: Sand Panthers often attempt to grapple with their front-leg claws
If they succeed in a grapple they may use their hind legs to rake (+8 to hit bonus doing 1d6 damage). A sand panther may also rake after pouncing.
Pounce: When a sand panther first attacks it pounces, allowing it to make a full attack after it has moved.
Scent: Sand Panthers can track using the Survival skill. They also ignore any penalties from poor surface conditions and visibility.
Hard to Train: Sand Panthers are very difficult to train, increase any Persuasion check for animal handling by +15.
You also forgot

Unrequited Love scene +8 - If this creature beats the opponent's will defense, he or she falls madly in love with the Kusak by the end of the session. Becomes area effect radius 6 if the Kusak holds a boombox above his head.


Ktulu

Ohhhh....you said Kusak....;)
you're pretty funny...instead of taking the time to come up with a post like that, why not use that imagination for good? or evil? post a critter
But how else do you get Dork Side points?
they have brown fur...if ya skin one you could make a trench coat...added cool effect when you're lifting that boombox above your head?
First, some conversions to Saga Edition from a WEG Star Wars adventure module: A variety of nasty predators that occupied a Dark Side-infused swamp on the planet Trinta, complete with how many meals' worth of meat you can get from each after killing it (there's good eatin' on one of those... if you're desperate and starving).


Monsail CL 5

The monsail is a predatory fish with a horizontally flattened body, a large dorsal fin, and a narrow tail. They have sharp teeth and feed on smaller fish or any other living thing that ventures into the swamp. Monsails normally attack individually, but have been known to travel in schools of up to three.

Monsail (CL 5)
Large aquatic beast 6
Dark Side 4
Init +5; Senses low-light vision, Perception +5
Defenses Ref 17 (flat-footed 15), Fort 14, Will 12
hp 51; Threshold 19
Speed swim 8 squares
Melee bite +8 (1d8+4)
Fighting Space 2x2; Reach 1 square
Base Atk +4; Grp +8
Abilities Str 18, Dex 14, Con 18, Int 2, Wis 14, Cha 10
Feats Pin, Skill Training (Survival, Endurance)
Skills Endurance +12, Survival +10, Swim +12
Possessions four meals' worth of meat


Maligator CL 4

Large serpents, maligators grow to a length of 2.5 meters. They prefer the shallow areas of the swamp and basking in the sunshine on islands and mudbanks. Along with their teeth, maligators can make use of a spiked tail in combat. Rebels can encounter these on land or in water, when splashes will alert them to the presence of 1d6 maligators.

Maligators will normally attack by having one charge the prey, while the others circle around behind it. Maligators feed primarily on the local herbivores, and skinwings that venture too close to the surface of the water.

Maligator (CL 4)
Medium aquatic beast 5
Dark Side 4
Init +2; Senses low-light vision, Perception +2
Defenses Ref 15 (flat-footed 15), Fort 13, Will 10
hp 38; Threshold 13
Speed walk 8 squares, swim 6 squares
Melee bite +6 (1d6+3) or
slam +6 (1d4+3)
Fighting Space 1x1; Reach 1 square
Base Atk +3; Grp +6
Abilities Str 16, Dex 11, Con 16, Int 2, Wis 10, Cha 10
Feats Skill Training (Stealth, Swim)
Skills Stealth +7, Survival +7, Swim +10
Possessions three meal’s worth of meat


Skinwings CL 4

Reptillian birds resembling pterodactyls, skinwings grow to a length of up to one meter and have wing spans of up to two meters. Their wings are leathery, and they emit a loud screeh to announce an attack. Their beaks are filled with razor-sharp teeth.

Skinwings are not terribly intelligent creatures. They will swoop down to investigate any stirring in the water, often finding it is a maligator luring them within reach. Skinwings will eat virtually anything, and they attack the Rebels in order to sample the culinary delights of these new life forms. Skinwings glide toward their targets and try to knock them to the ground, then attack with their beaks.

Skinwing (CL 4)
Medium beast 5
Dark Side 4
Init +6; Senses Perception +2
Defenses Ref 19 (flat-footed 15), Fort 11, Will 10
hp 28; Threshold 11
Speed fly 8 squares, walk 4 squares
Melee ram (charge attack) +11 (1d6+1) plus Bantha Rush or
bite +7 (1d6+1)
Fighting Space 1x1; Reach 1 square
Base Atk +3; Grp +4
Abilities Str 13, Dex 18, Con 12, Int 2, Wis 11, Cha 10
Feats Powerful Charge, Weapon Finesse
Skills Survival +7
Possessions two meals' worth of meat


The Dark Tongue CL 7

A huge black lizard with burning red eyes, the Dark Tongue is a creature that's been inundated by the Dark Side after years spent in a swamp that contains a Dark Side Nexus. Glowing black saliva drips from its gaping jaws as a swollen black tongue lashes towards its prey. The lizard grapples its target with its tongue and then attempts to drag them toward its stiletto-like teeth. It pursues relentlessly.

Dark Tongue (CL 7)
Large beast 8
Dark Side 8
Init +13; Senses Perception +6
Defenses Ref 21 (flat-footed 17), Fort 14, Will 12
hp 68; Threshold 19
Speed 8 squares
Melee tongue +10 (Grp +15, 1d6+4) and
bite (2d8+4)
Fighting Space 2x2; Reach 1 square
Base Atk +6; Grp +15
Abilities Str 18, Dex 18, Con 18, Int 2, Wis 14, Cha 10
Feats Pin, Crush, Mighty Swing
Skills Initiative +13
complete with how many meals' worth of meat you can get from each after killing it (there's good eatin' on one of those... if you're desperate and starving).

Sweet...thanks for the post! I hope this catches on. I have a list of critters I want to convert... there are also a bunch of critters from the Star Wars Galaxies that I want to focus on as well.
Boards member Hiromushi has statted out lots of critters at his Saga Ed. wiki site, such as the mynock, the sarlacc, the aiwha and lots more.

Plus, lots of critters have been statted out in this thread, including the Gundark, the Geonosian Hydra, the Tusk Cat, and others.
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
http://www.mediafire.com/?9y1d1r1bccy
This is my PDF creature catalog.

I have put the ones from the other thread into a PDF format. I included the names of those people I know who authored them. I will add more, with the folks from this threads permission of course, in the morning.

I will include your name in the end section and hopefully be able to find some artwork to add for graphics.
Great job, Vargh! Thanks!!!
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
Your pdf is perfect, lets keep this thread going and just pull from here as people contribute...(if thats ok)
Very nice work sir!
Thanks alot.

I don't get the chance to play right now but I am planning to have alot done for when I start back up.

I made another PDF of all the big Jedi and characters from Kotor 1 and Kotor 2 with graphics. I also compiled most of the NPC threads into one huge PDF. I just feel bad cause it was for personal use so I don't remember all of the contributors but I did list those I remembered.

I am also part way into a Dark Side book. I have the gear and some Sith Artifacts done, stats for the ancient Sith Lords and soon Sith Spawn. I have compiled most of the Dark Side talent tree's into it.

If any of that interests you let me know.
I have to add Hiromushi to my authors list.

V
Go to Wookiepedia and just search under creatures.

Lots of work to do...
Any chance I can get a list of all of the creatures all ready done?
Oh, and I'll be glad to help out, more so when my throbbing hangover fades away.
eww hate those hang overs...
there are two threads going at the same time for critters...
here which is the smaller of the two
and
over at praxium?
I think we just need one page, VarghMannon is working on the pdf so he can take the critters posted...and presto.

As far as a list so we don't double up on the same critters...
maybe do an alpahbetical list...you take a letter and go to wookieepedia and pull critters from that list until you are done...
Might I suggest: the wompcat?
fo diggity Twitter: www.twitter.com/fodigg Comic Books You Should Have Read: http://tinyurl.com/ycxe9l7
The following critters are done thus far. They include graphics.

Tusk Cat
Gundark
Kath Hound and Horned Kath Hound
Kinrath and Viper Kinrath
Mynock
Sarlac
Akk Dog and Akk Wolf
Aiwha (Flying Whale)
Sher Kar
Colo Claw Fish
Kaadu
Sando Aqua Monster
Lylek
Bantha
Varactyl
Dianoga
Oskan Blood Eater
Geonosian Hydra
Bandigo
Here is the critter list from Wookiepedia. It is a large task but I think if everyone signs off on a series of letters we can knock this out, PDF it and use it in our games.
I am not suggesting that we do all of these mind you. Some creatures are from remote planets that players may never see. There are a bunch that are generic enough to be fun though.

Let me know if you are interested in working on this.

VM





A
• Accipiptero
• Acid lizard
• Acklay
• Adar
• Adegan eel
• Afare
• Airsquid
• Aiwha
• Akk dog
• Akorec
• Alderaan furry moth
• Alderaanian swan
• Altagak
• Ambian staga
• Amphi-Hydrus
• Anakkona
• Andoan mineral-fish
• Anooba
• Anothian living crystal
• Arachnor
• Arkanian dragon
• Armadid
• Arqet
• Arrak snake
• Artery worm
• Aryx
• Attack stohl
• Ash angel
• Asyyyriak
• Avril


B
• Bageraset
• Ball creature of Duroon
• Balmorran metal parasite
• Banda
• Bandara
• Bandigo
• Bantha
• Barri
• Battle hydra
• Beck-tori
• Behemoth from the World Below
• Beldon
• Bentail
• Bergruutfa
• Bimmisaari tiga loreng
• Blase tree goat
• Blastail
• Blenjeel Sandworm
• Bloodsniffer
• Blurrg
• Boar-wolf
• Boetay
• Bogan's brown nafen
• Bogey
• Bogwing
• Bol
• Bolotaur
• Bolstyngar
• Boma
• Borcatu
• Bordok
• Borhek
• Borleian imooda
• Bothan sky dragon
• Bothan well-spider
• Brine-eel
• Buldobeast
• Bursa
• Buzzworm
• Buzzfish

C
• Capture beast
• Can-cell
• Cannibal arachnid
• Cannok
• Canyon krayt dragon
• Caraboose
• Carrion spat
• Cherfer
• Chiaki
• Chiilak
• Chrysalide
• Chuba
• Clawbird
• Cliffborer worm
• Climbing tauntaun
• Cochlera
• Colo claw fish
• Colossus wasp
• Combat arachnid
• Condor dragon
• Conduit worm
• Corellian butterfly
• Corellian grass snake
• Corellian sand panther
• Corinathoth
• Coromon headhunter
• Coruscanti ogre
• Corridor ghoul
• Corrina
• Cowlpup
• Cracian Thumper
• Cratsch
• Croator
• Crown of Silk
• Crynoid
• Crystal barnacle
• Crystal snake
• Cthon
• Cu-pa

D
• Dactillion
• Danchaf tree goblin
• Dandelion warrior
• Dashta eel
• Dathomiri rock dragon
• Daywing
• Demonsquid
• Derlac
• Dewback
• Dianoga
• Digworm
• Dinko
• Doashim
• Dog
• Draagax
• Dragonsnake
• Dray beast
• Dread weapon
• Drebin
• Drexl
• Drillmite
• Droch
• Droffi steed
• Droidbreaker
• Duck
• Duracrete slug
• Durgolosk
• Durni
• Dwoob

E
• Effrikim worm
• Elix
• Energy spider
• Eopie
• Eriaduan Rat

F
• Fabool
• Falumpaset
• Fambaa
• Fanback
• Fefze beetle
• Felinx
• Felucian ground beetle
• Fenner's rock
• Fern bicker
• Firaxan shark
• Fire breather
• Fire kraken
• Flame beetle
• Flying ral
• Fwit
• Fynock

G
• Ganjuko
• Gartro
• Garral
• Gdan
• Gelagrub
• Geonosian Hydra
• Gharzr
• Ghest
• Ghhhk
• Giant plasma-flier
• Giant squid
• Giant wuffa
• Gizka
• Glimmerfish
• Glim worm
• Globblin
• Gnasp
• Gnooroop
• Goa lawah
• Goff
• Gorax
• Gorg
• Gorgodon
• Gorm-worm
• Gornt
• Gorryl slug
• Graiveh
• Grakkt
• Granite slug
• Grantaloupe
• Grasser
• Grazer
• Greysor
• Groat
• Grutchin
• Gubbur
• Gualama
• Gullipud
• Gundark

H
• Hanadak
• Hawk-bat
• Helas
• Heliosts
• Herlixx
• High-hound
• Hitcher crab
• Hohokum
• Houjix
• Howlrunner
• Hssiss
• Humbaba

I
• Ibbot
• Ibliton
• Ikopi
• Ikov
• Imooda
• Implanter
• Indola
• Iriaz
• Ithorian dragon
• Ixll

J
• Jackelope
• Ja field septoid
• Jammer
• Jerba
• Jexxel
• Jimvu
• Jumping spider
• Jundak
• Jyykle vulture

K
• Kaadu
• Kahlyt
• Kalaide
• Kalak
• Kalarba armadillo
• Kalidor
• Kashyyyk bantha
• Kashyyyk snake
• Katarn
• Kath hound
• Kdak
• Keejin (cave crawler)
• Keelkana
• Keffi
• Kell dragon
• Ketrann
• Kheilwar
• Kilassin
• Kinrath
• Kintan strider
• Kkekkrrg rro
• Kkorrwrot
• Kkryytch
• Klak
• K'lor'slug
• Kneeb
• Knytix
• Korrina
• Kouhun worm
• Kowakian monkey-lizard
• Krakana
• Krak'jya
• Krayt dragon
• Kretch
• Kril
• Kroyie
• Kudana
• Kurkuoth
• Kybuck
• Kyren
• Kwi

L
• Lantern bird
• Lava worm
• Lava dragon
• Lizard-ant
• Lepusa
• Leviathan
• Ludos
• Lylek

M
• Mace fly
• Magus
• Manka cat
• Manollium
• Mantellian savrip
• Mantessan panthac
• Marsh Wyrm
• Maru
• Massiff
• Maze-fly
• Memory moth
• Merdeth
• Merlie
• Methnap
• Millitile
• Miim
• Miner's horror
• Minstyngar
• Mishalope
• Modrol
• Mogo
• Monnok
• Morrt
• Morvak
• Mosgoth
• Motmot
• Mott
• Mouf
• Mucous salamander
• Mustafar lava flea
• Mugruebe
• Mumuu
• Mykal
• Mynock
• Myntor

N
• Nala tree frog
• Naos sharptooth
• Narglatch
• Nashtah
• Neek
• Nek
• Nerf
• Netcaster
• Nexu
• Ng'ok
• Nightshrike
• Nightswift
• Nos monster
• Nudj
• Nuna
• Nyantolo


O
• Octuptarra
• Oevvaor
• Onahk
• Onderonian warbeast
• Oopik
• Oorg
• Opee sea killer
• Orbalisk
• Orray
• Oskan blood eater
• Ovolyan


P
• Peko-peko
• Phlog
• Phosflea
• Pikobi
• Pinch beetle
• Piranha beetle
• Pittin
• Plasma leech
• Pom-hopper
• Preying makthier
• Profogg
• Pterosaur
• Pug jumper
• Pulsar skate
• Purbole
• Purella
• Pylat bird


Q
• Qormot
• Quamin
• Quarra
• Quicker
• Quivry
• Quizzer
• Quednak
• Quosit


R
• Rabbit
• Radark
• Raen sovra
• Rakghoul
• Ral
• Ralltiir tiger
• Rancor
• Ranphyx
• Rasp
• Ratidillo
• Rawwk
• Rearing spider
• Redcrested cougar
• Reek
• Reel
• Rhinnalian firehead
• Rill
• Risp
• Roba
• Rockhopper
• Rock lizard
• Rock wart
• Rokur Gepta's pets
• Rolk-mangir
• Pom hopper
• Ronk
• Ronto
• Ro-roo
• Rugger
• Runyip
• Ruusanian bat
• Rycrit


S
• Saber cat
• Saberjowl
• Sacorrian grain fly
• Sand sloth
• Sand tick
• Sando aqua monster
• Sanl'jek
• Sarlacc
• Sathog
• Schinga
• Schostri
• Scurrier
• Scree
• Scyk
• Seafah shellfish
• Selenome
• Selligore
• Sensor star
• Shaak
• Shamarok flitter
• Shamunaar
• Shear mite
• Shenbit bonecrusher
• Sher Kar
• Sith hound
• Sith warbird
• Sith wyrm
• Shook
• Shredder bat
• Shriek-hawk
• Shyrack
• Sink crab
• Siringana
• Skar'kla
• Skeeg
• Skra'akan
• Skree skater
• Skreev
• Slar
• Slashrat
• Sleen
• Sleft-chuffni
• Sliideptra
• Slimy nonakara
• Slork
• Slug
• Slug-rat
• Snow falcon
• Snow slug
• Snuzzleguff
• Somago
• Space slug
• Space wraith
• Spice spider
• Spor crawler
• Squall
• Stalker lizard
• Starweird
• Stava
• Steep
• Stiltwalker
• Stingworm
• Stintaril
• Stone mite
• Storm beast
• Stump lizard
• Sungwa
• Sureggi
• Suubatar
• Suuri
• Svaper
• Swamp wampa
• Swift
• Swimming crab
• Swine
• Symer


T
• Tach
• Tangak
• Tantla
• Tappratine
• Tatooinian sand bug
• Tauntaun
• Tedellian besiioth
• Telkadis hiding tree spider
• Temptor
• Tentacle bird of Pelemax
• Tenticulon
• Terbeast
• Terentatek
• Thanu
• Thernbee
• Thranta
• Tiga loreng
• Titan kantrey
• Titavian
• Tra'cor
• Tralusian sun lizard
• Tresher
• Tripion
• Tris
• Troos armored crebik
• Tortapo
• Torton
• Tuggle
• Tuk'ata
• Tumblebunny
• Tumnor
• Tusk cat
• Two-headed tortuce
• Tybis
• Tymp

U
• Ubuugan fleshborer
• Ukian Torbull
• Uller
• Umgullian blob
• Umrach
• Urnsori


V
• Vaapad
• Varactyl
• Veermok
• Velker
• Vesp
• Vine cat
• Vine snake
• Voorpak
• Vornskr
• Voroos
• Vrblther
• Vrelt
• Vroom
• Vuole
• Vynock
• Voxyn

W
• Walluga
• Walk worm
• Watch-beast
• Wampa
• Wandrella
• Webweaver
• Whisper bird
• Whisties
• Whuffa worm
• Wild
• Winged xendrite
• Wolvkil
• Womp rat
• Worrt
• Wraid
• Wrix
• Wuffa
• Wuorl
• Wurrek
• Wyrwulf
• Wyyyschokk
X

Y
• Ycaqt
• Yeomet
• Ylesian white worm
• Yo'uqiol
• Ysalamir

Z
• Zakkeg
• Zarymok
• Zuxu
I have also gotten ahold of some updated artwork for my previous PDF and will get the ball rolling on that on Monday when I have the day off.
Awesome work sir. I would really like you to work on this project with me.



First, some conversions to Saga Edition from a WEG Star Wars adventure module: A variety of nasty predators that occupied a Dark Side-infused swamp on the planet Trinta, complete with how many meals' worth of meat you can get from each after killing it (there's good eatin' on one of those... if you're desperate and starving).


Monsail CL 5

The monsail is a predatory fish with a horizontally flattened body, a large dorsal fin, and a narrow tail. They have sharp teeth and feed on smaller fish or any other living thing that ventures into the swamp. Monsails normally attack individually, but have been known to travel in schools of up to three.

Monsail (CL 5)
Large aquatic beast 6
Dark Side 4
Init +5; Senses low-light vision, Perception +5
Defenses Ref 17 (flat-footed 15), Fort 14, Will 12
hp 51; Threshold 19
Speed swim 8 squares
Melee bite +8 (1d8+4)
Fighting Space 2x2; Reach 1 square
Base Atk +4; Grp +8
Abilities Str 18, Dex 14, Con 18, Int 2, Wis 14, Cha 10
Feats Pin, Skill Training (Survival, Endurance)
Skills Endurance +12, Survival +10, Swim +12
Possessions four meals' worth of meat


Maligator CL 4

Large serpents, maligators grow to a length of 2.5 meters. They prefer the shallow areas of the swamp and basking in the sunshine on islands and mudbanks. Along with their teeth, maligators can make use of a spiked tail in combat. Rebels can encounter these on land or in water, when splashes will alert them to the presence of 1d6 maligators.

Maligators will normally attack by having one charge the prey, while the others circle around behind it. Maligators feed primarily on the local herbivores, and skinwings that venture too close to the surface of the water.

Maligator (CL 4)
Medium aquatic beast 5
Dark Side 4
Init +2; Senses low-light vision, Perception +2
Defenses Ref 15 (flat-footed 15), Fort 13, Will 10
hp 38; Threshold 13
Speed walk 8 squares, swim 6 squares
Melee bite +6 (1d6+3) or
slam +6 (1d4+3)
Fighting Space 1x1; Reach 1 square
Base Atk +3; Grp +6
Abilities Str 16, Dex 11, Con 16, Int 2, Wis 10, Cha 10
Feats Skill Training (Stealth, Swim)
Skills Stealth +7, Survival +7, Swim +10
Possessions three meal’s worth of meat


Skinwings CL 4

Reptillian birds resembling pterodactyls, skinwings grow to a length of up to one meter and have wing spans of up to two meters. Their wings are leathery, and they emit a loud screeh to announce an attack. Their beaks are filled with razor-sharp teeth.

Skinwings are not terribly intelligent creatures. They will swoop down to investigate any stirring in the water, often finding it is a maligator luring them within reach. Skinwings will eat virtually anything, and they attack the Rebels in order to sample the culinary delights of these new life forms. Skinwings glide toward their targets and try to knock them to the ground, then attack with their beaks.

Skinwing (CL 4)
Medium beast 5
Dark Side 4
Init +6; Senses Perception +2
Defenses Ref 19 (flat-footed 15), Fort 11, Will 10
hp 28; Threshold 11
Speed fly 8 squares, walk 4 squares
Melee ram (charge attack) +11 (1d6+1) plus Bantha Rush or
bite +7 (1d6+1)
Fighting Space 1x1; Reach 1 square
Base Atk +3; Grp +4
Abilities Str 13, Dex 18, Con 12, Int 2, Wis 11, Cha 10
Feats Powerful Charge, Weapon Finesse
Skills Survival +7
Possessions two meals' worth of meat


The Dark Tongue CL 7

A huge black lizard with burning red eyes, the Dark Tongue is a creature that's been inundated by the Dark Side after years spent in a swamp that contains a Dark Side Nexus. Glowing black saliva drips from its gaping jaws as a swollen black tongue lashes towards its prey. The lizard grapples its target with its tongue and then attempts to drag them toward its stiletto-like teeth. It pursues relentlessly.

Dark Tongue (CL 7)
Large beast 8
Dark Side 8
Init +13; Senses Perception +6
Defenses Ref 21 (flat-footed 17), Fort 14, Will 12
hp 68; Threshold 19
Speed 8 squares
Melee tongue +10 (Grp +15, 1d6+4) and
bite (2d8+4)
Fighting Space 2x2; Reach 1 square
Base Atk +6; Grp +15
Abilities Str 18, Dex 18, Con 18, Int 2, Wis 14, Cha 10
Feats Pin, Crush, Mighty Swing
Skills Initiative +13

Awesome stuff. Would you be interested on working on this as well?

There is a list for archtypes, now lets do one for critters...conversions and new ones...
I pulled one of my favorites from Star Wars Galaxies, hope I did it right:
the Kusak Mauler

The Kusak Mauler CL 9

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.


Kusaks CL9
Medium Beast 10
Init +14; Senses: Low Light Vision Perception +12.

---------------------------------------------
Defenses Ref 16(Flat-Footed 15.), Fort +12 (+18/energy), Will +12
HP 71 Threshold 18.
---------------------------------------------
Speed 8 squares
Melee +no. Weapon (damage)
Bite: +8 1d6 +7
2Claws: +8 1d4 +7
BAB +6.; Grp +10.
Fighting Space: 1 square Reach: 1 square
Attack Options: Hamstring +2d6 dam

---------------------------------------------

Abilities Str 14, Dex 19, Con 15, Int 2, Wis 15, Cha 12
Talents: May reroll Survival Checks made to endure heat, keeping the better result.
Feats: Combat Reflexes, Pin, Skill Training 2 (Stealth, Endurance)
Skills: Initiative: 14 Perception: 12 Stealth: 13 Endurance: 12
---------------------------------------------
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.
Tough Hide – Kusaks have tough hides and are somewhat energy resistant. They have an Armor rating of +3 towards their Reflex Defense but against energy attacks they gain a +6 towards their fortitude Defense



Krayt Dragon, Canyon CL17

Krayt Dragon, Canyon CL17
Colossal Beast Level 18

Init +7 Senses Perception +13.

---------------------------------------------
Defenses Ref 13 (Flat-footed 13.), Fort 25, Will 8
HP 341 Threshold 75 DR 15
---------------------------------------------
Speed 8 squares
Melee
Claw: +20*(3d6 +27)
Bite: +20*(4d6 +27)
Tail Slam: +20*(3d6 +27)
Trample: +20*(2d4 +27)
BAB +13; Grp +50
Fighting Space: 4x3 Reach: 3 squares
---------------------------------------------
Abilities: Str 44, Dex 6, Con 40, Int 3, Wis 8, Cha 14
Talents: May reroll Survival checks made to endure extreme heat, keeping the better result.
Feats: Cleave, Power Attack, Skill Training: Survival
Skills: Survival +13 Perception +13 Endurance +29 Initiative+7
---------------------------------------------
*Includes 10 points of power attack

Central Sinus Cavity:
The central sinus cavity of the canyon krayt dragon is virtually unprotected, making it the easiest way to kill the creature. By taking a -20 penalty on an attack roll, an opponent can target this weak spot and ignore the dragon’s damage reduction. If the dragon takes any damage from such an attack that exceeds its Fortitude Defense, it is stunned for 1d6 rounds. Furthermore, a successful critical hit while attacking the central sinus cavity automatically kills the dragon.
Trample:
As a full round action, the Krayt can run over a single opponent at least one size category smaller than itself. The Krayt must move through the opponent’s square and end its move in an unoccupied swuare. When adjacent to an opponent at the beginning of its action, a Krayt can begin a trampling attack and move normally. A trampled opponent can attempt a Fortitude Defense roll for half damage. The DC of the Fortitude Defense is 10 + the Krayt’s level + the Krayt’s strength modifier.
Krayt Pearls:
Ordinary stones polished to priceless perfection in the Krayt’s gizzard. If the legends are true, a Krayt could have up to 1d4+2 pearls, each could fetch well over 100,000 credits.


Awesome work sir. I would really like you to work on this project with me.

Between the ships I've been converting for pretty much anyone who asks and the NPCs I've been converting for the Saga game I'm GMing, I doubt I have the time to do a couple of dozen critters. Besides, I only have experience at doing conversions of stats from the old system, rather than making them up from scratch. Sorry! I might be able to do a few here and there if I've got stats to work with.
I put the big list up as just a guideline. I want to go through it and determine which creatures are more common for encounters. Some would be more for planet specific encounters.

I am in no way suggesting all of them. At any rate thanks for the response.
Sorry I have been out of town, I am on board and will start working on this as well.
Awesome.

This could turn into a really fun project.
Converting the Great Krayt Dragon from the Ultimate Adversaries:

Greater Krayt Dragon CL 14
Colossal beast 12
Init +3; Senses Perception +5 (automatically senses anything on the ground w/in 100 meters)
—————————————————————————————————————————
Defenses Ref 17 (flat-footed 17), Fort 29, Will 9. Natural Armor +12.
hp 282; Threshold 79; DR 15
—————————————————————————————————————————
Speed 8 squares or 10 sq. (burrowing).
Melee Bite +22 (4d6+31) and Slam +22 (3d6+31)*
Ranged +6
Fighting: 18mx100x8m
Attack Options: Trip/Throw, Power Attack* (Power attack 9 in the above stats), Cleave, Swallow Whole (if bite successful, make opposed grapple check, success and the target is swallowed whole, and takes 1d8+22 damage/rnd crushing for 3 rnds, then to the dragon’s gizzard for 3d8+22 crushing damage for 10 rnds, then into the stomach for 1d8 acid damage per round; cutting or shooting out requires doing Dam = DT (Def. 16, DR 5)..
Base Atk +9; Grp +31
—————————————————————————————————————————
Abilities Str 54, Dex 5, Con 48, Int 3, Wis 9, Cha 16.
SQ Bonus Skill (Stealth), Desert Creature (re-roll survival checks in the desert); Tremorsense, DR 15, Desert Camouflage (while burrowing in sand, the dragon has total concealment (-5 to hit, -10 to see)), Swallow Whole, Central Sinus Cavity (If attacked in the sinus cavity (-20 to attack), all damage bypasses DR, if damage surpasses Fort Def, then -1 on Condition Track).
Feats: Skill Focus (Stealth), Power Attack, Cleave, Trip, Throw.
Skills: Initiative +3, Perception +5, Persuasion +14, Stealth +13 (+23 in the sand)


Now... to convert a sithspawned version...

Greater Krayt Dragon, Sithspawned CL 16
Colossal beast 12
Darkside Points: 4
Init +4; Senses Perception +5 (automatically senses anything on the ground w/in 100 meters)
—————————————————————————————————————————
Defenses Ref 18 (flat-footed 17), Fort 30, Will 9. Natural Armor +12.
hp 294; Threshold 85; DR 15
—————————————————————————————————————————
Speed 8 squares or 10 sq. (burrowing).
Melee Bite +22 (4d6+31) and Slam (spiked tail) +22 (3d6+42)*
Ranged +16 (12d6 acid damage, 6 square cone, area attack, every 1d4 rnds)
Fighting: 18mx100x8m
Attack Options: Trip/Throw, Power Attack* (Power attack 9 in the above stats), Cleave, Swallow Whole (if bite successful, make opposed grapple check, success and the target is swallowed whole, and takes 1d8+22 damage/rnd crushing for 3 rnds, then to the dragon’s gizzard for 3d8+22 crushing damage for 10 rnds, then into the stomach for 1d8 acid damage per round; cutting or shooting out requires doing Dam = DT (Def. 16, DR 5). Acid Breath (area attack deals 12d6 acid damage, +9 to hit).
Base Atk +9; Grp +31
—————————————————————————————————————————
Abilities Str 54, Dex 7, Con 50, Int 3, Wis 9, Cha 16.
SQ Bonus Skill (Stealth), Desert Creature (re-roll survival checks in the desert); Tremorsense, DR 15, Desert Camouflage (while burrowing in sand, the dragon has total concealment (-5 to hit, -10 to see)), Swallow Whole, Central Sinus Cavity (If attacked in the sinus cavity (-20 to attack), all damage bypasses DR, if damage surpasses Fort Def, then -1 on Condition Track); Frightful Presence (Persuasion check as free action v. Will Def. of opponents w/in 6 squares; success and -1 on CT, failure and they are immune to the frightful presence; can make checks in successive rounds; this is a fear effect); Sithspawned (+5 to DT, -2 to Will Def., re-roll Persuasion checks for frightful presence).
Feats: Skill Focus (Stealth), Power Attack, Cleave, Trip, Throw.
Skills: Initiative +4, Perception +5, Persuasion +14 (re-roll for frightful presence), Stealth +14 (+24 in the sand)


(Using the Ultimate Adversaries & Sithspawned rules within).
What I am currently working on:

Coruscani Ogre
Dinko
Gharzr
Katarn
Kowakian Monkey Lizard
Narglatch
Vornskr
Womp Rat

Completed versions get moved to post #1
Looks awesome man. I already got some artwork together for them.
You also forgot

Unrequited Love scene +8 - If this creature beats the opponent's will defense, he or she falls madly in love with the Kusak by the end of the session. Becomes area effect radius 6 if the Kusak holds a boombox above his head.


Ktulu

Ohhhh....you said Kusak....;)



Lighten up Darth Wrath. This was actually pretty funny.

I'm currently working up some Rakghoul stats for an adventure. I might toss them in here after I have them tuned. Strictly low-level right now (for a newbie groups game).
and you listen up DarthMalignus...I know! I just didn't add a smiley to fluff up my sarcasm. :invasion: and I look forward to seeing the submisison
bump
I'm still alive I have just been really busy with work. I work for a news gathering agency and there has been a lot of news with the recent hurricane. It should even out in a few days.



D
I'll try to get another three done today and posted.
need more critters folks
I have a bunch of stuff I am working on. I am hoping to have it up early next week.
I have some critters I made for RCR but I haven't converted them yet.

Oh and the PDF of critters was very impressive.
I have been working on adding some varied CL's to the critters I've made...like the "pups and cubs" or the "Alpha Males/Females" from the standard critters... I'll be posting more this weekend after I have finished them.
NO post the ones for RCR as well. I for one still run Revised a bit and I would love more material.



I have some critters I made for RCR but I haven't converted them yet.

Oh and the PDF of critters was very impressive.

Added some extra cl's for some of the critters.
I've got a couple more critters I'll add to the thread this evening (don't have time right now). They're a couple more of the monsters from the Domain of Evil module.
Some more critters from Domain of Evil. They're easy enough to use as generic critters in other circumstances on other planets (except the Gorgand's intestines... long story).

Some of them had unique abilities that I translated to Saga rules as best I could.

Carnivorous Plant CL 6

IMAGE(http://i134.photobucket.com/albums/q87/bdubick/carnivorous-plant.jpg)

Yet another hostile lifeform living near the Dark Side Nexus on the planet Trinta, the Carnivorous Plant looks harmless at first, then strikes with its tendrils when its prey comes within range. It Pins the target with its tendrils, then draws it towards its tooth-filled mouth to Crush it.

Carnivorous Plant (CL 6)
Large beast 7
Dark Side 6
Init +5; Senses Perception +8
Languages Basic
Defenses Ref 18 (flat-footed 16), Fort 13, Will 10
hp 53; Threshold 18
Speed 0 squares
Melee 3 tendrils +9 (1d6+3 and grapple) or
Melee bite +8 (1d8+3)
Fighting Space 1x1; Reach 3 squares (tendrils), 0 squares (bite)
Base Atk +5; Grp +13
Atk Options Crush, Pin
Abilities Str 16, Dex 14, Con 16, Int 1, Wis 10, Cha 1
Feats Crush, Pin, Skill Training (Stealth), Weapon Focus (tendrils)
Skills Perception +8, Stealth +10



Swamp Beast CL 7

Ahead of you, a large bush begins to twitch and shake. Then two flickering red eyes appear in the midst of the greenery and stare at you. Suddenly, the bush lurches forward in your direction with a frightening roar. It seems to grow before your very eyes, and huge, claw-tipped arms sprout from its sides.

Yet another example of fauna mutated by the Dark Side, the Swamp Beast resembles an animated mound of compost. Anyone caught by its claws is hugged to its rotting chest, and risks being overcome by its stench. Any organic lifeform that the Swamp Beast succeeds in using its Pin feat to grapple is subject to a poison gas attack of 1d20+10 vs. Fortitude Defense. If this attack succeeds the target moves -1 step down the condition track.

Swamp Beast (CL 7)
Large beast 8
Dark Side 8
Init +8; Senses Perception +11
Languages Basic
Defenses Ref 17 (flat-footed 13), Fort 15, Will 12
hp 76; Threshold 20
Speed 8 squares
Melee 2 claws +11 (1d6+5)
Base Atk +6; Grp +16
Atk Options Pin
Special Actions Stench attack (1d20+10 vs Fort against target of Pin feat, -1 on condition track on success)
Abilities Str 20, Dex 18, Con 20, Int 2, Wis 14, Cha 1
Feats Pin, Skill Training (Endurance, Stealth, Survival)
Skills Endurance +14, Perception +11, Stealth +13, Survival +11


Gorgand CL 8

The gorgand resembles a large predatory cat. It prefers to edge along a branch until it is over its prey, then leap onto it to attack. If corrupted by a nearby Dark Side Nexus, the gorgand's body and eyes glow red.

Gorgand (CL 8)
Large beast 9
Dark Side 14
Init +16; Senses Perception +11
Defenses Ref 20 (flat-footed 13), Fort 16, Will 12
hp 95; Threshold 21
Speed 8 squares
Melee 2 claws +9* (1d6+11) or
Melee bite +9* (1d8+11)
Base Atk +7; Grp +18
Atk Options
Special Actions
Abilities Str 22, Dex 24, Con 22, Int 2, Wis 14, Cha 10
Feats Skill Training (Initiative, Stealth, Survival), Weapon Finesse
Skills Initiative +16, Perception +11, Stealth +16, Survival +11

* Includes 5 points of Power Attack



In the vicinity of a Dark Side Nexus, those who've recently killed a gorgand may hallucinate that the dead gorgand's skin suddenly rips off and its intestines attempt to strangle them. The psychological effect of these Dark Side hallucinations can be as painful as genuine physical attacks. The intestine tightens its grip the longer it maintains its stranglehold. The first round that a gorgand's phantom intestine uses its Crush feat to strangle a character, it does 1d6 damage plus Strength modifier. Each subsequent consecutive round that it maintains its grapple, the damage increases by one die.

Gorgand Intestines (CL 7)
Medium beast 8
Dark Side 6
Init +12; Senses Perception +7
Defenses Ref 18 (flat-footed 10), Fort 14, Will 8
hp 68; Threshold 14
Speed 0 squares
Melee intestine +14 (1d6+4, +1d6 per additional round of grappling)
Fighting Space 1x1; Reach 6 squares
Base Atk +6; Grp +14
Atk Options Crush, Pin
Abilities Str 18, Dex 26, Con 18, Int 2, Wis 6, Cha 1
Feats Crush, Pin, Weapon Finesse
Skills Perception +7
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