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3 years ago  ::  Dec 08, 2009 - 2:52PM #101
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Pink_Jedi_Ranger gives us one of the beasts of Dxun in the form of both Young and Adult Boma:


Boma
Young Boma CL5

Medium Jungle Beast 6
Init +5; Senses: Low-light Vision, Scent; Perception +9
------------------------------------------------------------------------------------------------------------
Defences Ref 18 (Natural armour +6, Flat-footed 16), Fort 15, Will 11
HP 72; DR 3; Threshold 15
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +6 (1d6+8) and
Melee Slam +6 (1d4+8)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +9
Atk Options Powerful Charge, Ramming Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 20, Dex 14, Con 20, Int 2, Wis 12, Cha 10
Special Qualities: Low-light Vision, Ramming Attack, Scent
Feats: Powerful Charge, Skill Training (Endurance), Toughness
Skills: Endurance +13, Perception +9
------------------------------------------------------------------------------------------------------------
Ramming Attack: When a young Boma makes a successful slam attack at the end of a charge, compare the attack result to the target's Fortitude Defence. If it is higher, the target falls prone. This only works if the target is large size or smaller.


Adult Boma CL8
Large Jungle Beast 9
Init +5; Senses: Low-light Vision, Scent; Perception +11
------------------------------------------------------------------------------------------------------------
Defences Ref 19 (Natural armour +9, Flat-footed 18), Fort 19, Will 12
HP 160; DR 5; Threshold 24
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +15 (1d8+13) and
Melee Slam +15 (1d6+13) or
Melee Slam +19 (2d6+17) with Powerful Charge and Mighty Swing
Fighting Space 2x2; Reach 1 square
Base Atk +6; Grp +20
Atk Options Mighty Swing, Powerful Charge, Ramming Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 28, Dex 13, Con 28, Int 2, Wis 14, Cha 10
Special Qualities: Low-light Vision, Ramming Attack, Scent
Feats: Mighty Swing, Powerful Charge, Skill Training (Endurance), Toughness
Skills: Endurance +18, Perception +11
------------------------------------------------------------------------------------------------------------
Ramming Attack: When an adult Boma makes a successful slam attack at the end of a charge, compare the attack result to the target's Fortitude Defence. If it is higher, the target falls prone. This only works if the target is large size or smaller.
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3 years ago  ::  Dec 08, 2009 - 3:09PM #102
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Pink_Jedi_Ranger gives us one of the rare alpha predators of Dxun in the Zakkeg:


Zakkeg
Zakkeg CL12
Huge Jungle Beast 13
Init +7; Senses: Darkvision, Scent; Perception +14
------------------------------------------------------------------------------------------------------------
Defences Ref 22 (Natural armour +13, Flat-footed 21), Fort 25, Will 13
HP 275; DR 7; Threshold 40
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Bite +22 (3d6+19) and
Melee 2 Claws +22 each (1d8+19) or
Melee Slam +26 (1d8+25) with Powerful Charge
Fighting Space 3x3; Reach 1 square
Base Atk +9; Grp +32
Atk Options Crush, Pin, Powerful Charge
------------------------------------------------------------------------------------------------------------
Abilities Str 36, Dex 12, Con 40, Int 2, Wis 16, Cha 16
Special Qualities: Darkvision, Jaws of Death, Scent, Terrifying Presence
Feats: Crush, Improved Damage Threshold, Pin, Powerful Charge, Toughness
Skills: Perception +14, Persuasion +19 (can only be used to intimidate)
------------------------------------------------------------------------------------------------------------
Jaws of Death: A Zakkeg deals bite damage as if it were one size category larger.
Terrifying Presence: A Zakkeg can make an untrained Persuasion check to intimidate foes at a +10 bonus.
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3 years ago  ::  Dec 08, 2009 - 3:19PM #103
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Pink_Jedi_Ranger supplies a Dark-side parasite made infamous by Darth Bane in the Orbalisk:


Orbalisk
Orbalisk CL2
Diminutive Beast 3
Init +12; Senses: Darkvision; Perception +5
------------------------------------------------------------------------------------------------------------
Defences Ref 24 (Natural armour +3, Flat-footed 18), Fort 7, Will 9
HP 15; DR 10; Threshold 7
------------------------------------------------------------------------------------------------------------
Speed 4 squares
Melee Bite +8 (1 plus poison)
Fighting Space 1 square; Reach 0 squares
Base Atk +2; Grp -7
Atk Options Weapon Finesse
------------------------------------------------------------------------------------------------------------
Abilities Str 4, Dex 22, Con 6, Int 1, Wis 8, Cha 4
Special Qualities: Darkvision, Lightsabre Resistance, Poison, Swarm
Feats: Skill Training (Initiative), Weapon Finesse
Skills: Initiative +12, Perception +5
------------------------------------------------------------------------------------------------------------
Lightsabre Resistance: An Orbalisk retains its DR against lightsabres.
Poison: After a successful bite attack, the Orbalisk releases a potent venom into its victim. The venom makes an attack of d20+15 against the victim's Fortitude Defence. A character with a Dark Side Score or 2 or higher may add twice their Dark Side Score to their Fortitude Defence to resist the venom. On a hit, the victim takes 2d6 damage and moves -3 steps down the condition track. The venom attacks each day until cured with a DC25 Treat Injury check.
Swarm: If several Orbalisks attack the same target, they automatically succeed in Aid Another attempts to grab the target.
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3 years ago  ::  Dec 08, 2009 - 4:43PM #104
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
This is not a specific beast entry per se, but it is no less apropos, and, if I may humbly suggest it, is worthy of some entry in the master list, whether separate from the beast codex or otherwise.  This is something I found posted by our own Zrissa over at the d20radio.com forums, which I find supremely helpful. Zrissa mentions that she originally posted it on these forums, but I must have missed it, so here it is:

 



(Author's Note: I originally posted this on the WotC SW boards, in answer to a request for help with Beast builds & CLs. I thought it might be useful to the d20Radio denizens as well. I have made a couple minor changes to wording where my first version seemed vague. Since I use my Strill write-up, from the Build A Threat contest, as an example, I include the stat block for convenience.)

Z'Rissa's Guide to Beast Building
Characteristics (ie, Natural Armor & Weapons, Species Traits) don't have an effect on CL. I compare to officially statted creatures, like those in the rulebooks or on the website. Official beasts have CL = Beast Level - 1, minimum of 1. (Only the Reek, with both level & CL equal to 8, is an exception wrote:

(Author's Note: I originally posted this on the WotC SW boards, in answer to a request for help with Beast builds & CLs. I thought it might be useful to the d20Radio denizens as well. I have made a couple minor changes to wording where my first version seemed vague. Since I use my Strill write-up, from the Build A Threat contest, as an example, I include the stat block for convenience.)

Z'Rissa's Guide to Beast Building
Characteristics (ie, Natural Armor & Weapons, Species Traits) don't have an effect on CL. I compare to officially statted creatures, like those in the rulebooks or on the website. Official beasts have CL = Beast Level - 1, minimum of 1. (Only the Reek, with both level & CL equal to 8, is an exception;this could be a typo.)
There are no limits on the number of Natural Weapons or Species Traits a beast can have per RAW. Just use what fits based on what is in the source(s) for movie & EU critters, or go with your best judgment if it is one you are making up.

For other characteristics:
Size: The last column of Table 15-2 on p. 274 gives Height & Length ranges by size.
Ability Scores: Like you do PC's & NPC's. Exception: INT is going to be 1 or 2, unless the initial build is going to be a multiclass with Heroic level(s) as well as Beast levels, where it has to be 3+. (I suggest using the +1/4 level increases to raise it past 2, if you really want to do this.) After you have the base Ability scores, apply the Ability Modifiers from Table 15-2 based on its size.
Reflex Def., Stealth, Damage Threshold, & Carrying Capacity All these take modifiers, given in Table 15-2, based on size.
Skills: A beast gets a minimum of 1 trained skill for free. (For all practical purposes, a beast will only have 1 free trained skill.)
Feats: To figure out the number of feats a beast gets, I "reverse engineered" from SECR beasts, which showed they get the level 1/3/6/etc. feats only.

So I'll take you through how I do it, using my strill (Mandalorian hunting animal), from the Republic Commando novels.
1) Size: The books say they are about a meter long, plus tail, which is Medium.
2) Natural Armor: A strill is a furry mammal, so I decided it doesn't have any armor.
3) Natural Weapons: They are predators with big fang-filled mouths & 6 legs with clawed paws. Therefore I pick Bite & Claw.
4) Species Traits: I opted not to take any. Airborne would be appropriate, but I ultimately decided against it, since strills seem to stay on the ground most of the time.
5) Ability scores: I set these, giving a high STR & DEX (18s) since strills are fast & can do a lot of damage & carry a lot. (They are depicted biting through bone and even flying while carrying an adult human body in their teeth.) I gave a WIS 14 to help with tracking; and set INT to 2, adding +1 for 4th level (I was certain at this point it would be at least a Beast 4) to make it's final INT = 3, allowing the possibility it could, with XP, take a Heroic level later on.
6) Level: I decided that level 6 would give it the kind of BAB & damage I wanted.
7) Speed: I just kept each of its movement types (Run, Fly, Glide) at 6 squares for convenience.
8) Special Ability: Since strills are great trackers who depend on scent, I took the Taun-taun's Scent ability word for word from the SECR entry.
9) Skills/Feats: I chose Survival, again because they are strong trackers. I picked 2 Skill Trainings (Perception & Stealth) and Rapid Strike, which again fit the novels' descriptions.
10) Final CL: I looked over the Beasts in the SECR. The Nexu was the closest one. Nexu are Beast Level 6 predators with the same Natural Weapons, Size, etc. and are CL 5. So I give it CL 5.

STRILL; CL 5
Medium Beast 6
Init +15; Senses Perception +13
Languages (Understand only) Basic, Mando'a

Defenses Reflex 15 (flat-footed 11), Fort 11, Will 12
Hit Points 33; Threshold 11

Speed 6 squares (run/fly/glide)
Melee 2-4 claws +8 (1d4+7) or
Melee bite +8 (1d6 +7)
Fighting space 1 square; Reach 1 square
Base Atk +4; Grp +8
Atk Options Rapid Strike

Ability Scores Str 18, Dex 18, Con 13, Int 3, Wis 14, Cha 10
Feats Rapid Strike, Skill Training (Perception, Stealth)
Skills Perception +7, Stealth +12, Survival +7
Special Scent Strills 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, SECR, p. 73)



 

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
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3 years ago  ::  Dec 09, 2009 - 1:50AM #105
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
I'll put it in the master list prior to the entries themselves as it seems fitting of a pride of place there.


Here is something I used in my own NJO campaign, coverted from its RCR form (Note: This is entirely my own creation and never turned up in the NJO series, I am including it both for general interest and to receive any comments people would like to make):


After careful analysis of the military strategies of the infidels, Shaper Adept Zharalia Tsunek came to an unpleasant conclusion - if her people continued to rely on melee-based personal combat when engaged with a people who preferentially utilised ranged weapons, they would take an inordinate number of casualties during the purification of the Promised Land (if not defeated outright). Seeking to rectify this deficiency in service to her people, Zharalia violated the shaper protocols in order to create a slave species suitable for ranged combat.
After extensive experimentation with the Promised Land's native species, Zharalia managed to shape the Khattazz'o - roughly translated to the Avatar's in Basic. Khattazz are barely recognisable as their original species; they are completely coated in organic armour plating, possess claws in place of their natural digits and glowing green eyes. The most distinctive feature of the Avatar is a rifle-scale Yaret-Kor fused into their left arm capable of firing small plasma charges - thus equipping them with a ranged weapon suitable for use against the infidel's dishonourable battle tactics.
Unfortunately for Zharalia, her heresy was detected by Master Shapers from another domain and warriors were sent to apprehend her for execution. Ironically, the Khattazz she created proved her theories correct, as they devastated the very warriors she wanted to protect - though they managed to succeed in killing her before the last warrior was felled. Fortunately for the Yuuzhan Vong cause as a whole, the portable Qang Qahsa she had recorded her data in was found by the masters and, given how effective they had been, the Khattazz were incorporated into the armies of the invasion force. Conveniently, the methods involved in their creation were passed off as a gift from the Yun'o and the truth 'swept under the carpet' to prevent further heretical acts from the shapers.


Khattazz CL10
Medium Shaped Beast 3/Scout 7
Dark Side 10
Init +11 (may reroll, must keep second result); Senses: Darkvision, Perception +5 (may reroll, must keep second result)
Languages: Yuuzhan Vong (Cannot speak)
------------------------------------------------------------------------------------------------------------
Defences Ref 25 (Natural Armour +3, Flat-footed 22), Fort 21, Will 17
HP 75; DR 5; Threshold 21
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee 2 Claws +7* each (2d4+15) or
Melee 2 Claws +7* each (3d4+15) with Mighty Swing or
Ranged Fused Yaret-Kor +10 (3d8+5)
Fighting Space 1 square; Reach 1 square
Base Atk +7; Grp +12
Atk Options: Coordinated Attack, Leap Attack, Mighty Swing, Point Blank Shot, Precise Shot
Special Actions: Surge Of Energy
------------------------------------------------------------------------------------------------------------
Abilities Str 20, Dex 16, Con 16, Int 8, Wis 10, Cha 8
Special Qualities: Darkvision, Fused Yaret-Kor, Improved Natural Weapons**, Leap Attack, Surge Of Energy
Talents: Acute Senses, Evasion, Improved Initiative, Surefooted
Feats: Coordinated Attack, Mighty Swing, Point Blank Shot, Power Attack, Precise Shot, Shake It Off, Skill Training (Initiative), Skill Training (Jump)
Skills: Endurance +13, Initiative +11 (may reroll, must keep second result), Jump +13
------------------------------------------------------------------------------------------------------------
Fused Yaret-Kor: Khattazz possess a rifle-scale Yaret-Kor that has been fused into their left forearm, thus preventing them from being disarmed. Khattazz'o brace their left arm with their right claw when firing, thus avoiding -5 penalty for using a rifle with one hand. The Yaret-Kor does not need to be reloaded but if the Khattazz rolls a natural 1 when using this weapon, it locks and the Khattazz must spend a Full-round action in order to return the weapon to functional use. Khattazz are naturally proficient with this weapon [Treat as a Rifle for purposes determining the weapons range].
Improved Natural Weapons**: See LECG, page 220 for a description of this ability.
Leap Attack: As a Full-round action, a Khattazz can make a leap attack at the end of a charge of at least 2 squares in distance. This leap attack allows it to make two separate claw attacks against a single opponent.
Surge Of Energy: Once per encounter, as a Swift Action, Khattazz are able to perform extraordinarily powerful jumps whilst increasing their speed. Khattazz gain a +20 species bonus on Jump checks and their speed increases by 2 squares until the end of the turn in which this ability is activated. Khattazz move -2 steps along the condition track after using this ability.
*Includes 5 points of Power Attack
**Special quality granted by shaping


GM Notes: I designed the Khattazz for the reasons given in the fluff text and to provide my group with a goal of vital significance to the fate of the galaxy in the destruction of the Avatar birthing facility. Given that one of the group was a Barabel, I decided the Khattazz were heavily shaped Barabels to provide some interesting RP opportunities. The description in the fluff text is decidedly limited to provide you with a choice of species from which the Khattazz are shaped from - preferably a reptilian/insectile species that one of your players is a member of, but mammalian/avian species would work just as well.
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3 years ago  ::  Dec 10, 2009 - 3:33PM #106
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
I've just done a rebuild of the Mutant Fefze Beetles from the CatCW RCR book for the Eve of Desctruction thread and thought I'd post them here as well:


The only creature known to inhabit Duro during the Rebellion era is a nonsentient, mutated species of fefze beetle. Thought to be descended from Fefze, a Human-sized insectile species recruited to work on Duro in the last decades of the Republic, these mutants have lost all connection with their hive mind. They have since grown into vicious, chattering beasts that attack any moving thing at the first opportunity.

Mutant Fefze Beetle
Mutant Fefze Beetle CL1
Medium Beast 2
Init +4; Senses: Darkvision, Scent; Perception -3
------------------------------------------------------------------------------------------------------------
Defences Ref 15 (Natural armour +2, Flat-footed 12), Fort 10, Will 6
HP 12; DR 7; Threshold 10
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Bite +4 (1d6+1) and
Melee 2 Claws +4 each (1d4+1)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp +4
Atk Options Weapon Finesse
------------------------------------------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 11, Int 3, Wis 3, Cha 3
Special Qualities: Darkvision, Scent
Feats: Skill Training (Survival), Weapon Finesse
Skills: Climb +6, Survival +2
------------------------------------------------------------------------------------------------------------
Scent: Mutant fefze beetles ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking.
Weapon Finesse: Mutant fefze beetles have Weapon Finesse as a bonus feat.


This has two changes from the CatCW stat block: the addition of Weapon Finesse (giving them a chance to actually hit their opponents) and their attacks (they only had a single Claw attack originally).


Here are the stats for a mutant fefze beetle pack as well (as it might be needed to make them a threat to higher level parties):

Mutant Fefze Beetle Pack CL3
Large Beast Pack 2
Init +4; Senses: Darkvision, Scent; Perception -3
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Natural armour +2, Flat-footed 11), Fort 10, Will 6
HP 24; DR 7; Threshold 20
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Bite +4 (1d6+1) and
Melee 2 Claws +4 each (1d4+1)
Fighting Space 2x2; Reach 1 square
Base Atk +1; Grp +9
Atk Options Weapon Finesse
------------------------------------------------------------------------------------------------------------
Abilities Str 10, Dex 16, Con 11, Int 3, Wis 3, Cha 3
Special Qualities: Darkvision, Pack Traits, Scent
Feats: Skill Training (Survival), Weapon Finesse
Skills: Climb +6, Survival +2
------------------------------------------------------------------------------------------------------------
Scent: Mutant fefze beetle packs ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking.
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 or swarm.
Weapon Finesse: Mutant fefze beetle packs have Weapon Finesse as a bonus feat.
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3 years ago  ::  Dec 11, 2009 - 1:28AM #107
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
AFAIK, no one has converted/rebuilt/made stats for the Crown of Silk in SE. I may be able to have a go tonight (I have the RCR UA book which it's in, so a rebuild should be easy enough) - I'll see what I can do (I'm still very busy unfortunately).

I probably also should put something in the master posts saying requests are welcome...


TheNarrator
 gave us stats for the Carnivorous Plant of Trinta from a WEG adventure module:

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 CL6

Large beast 7
Dark-side
6
Init
+5; Senses: Perception +8
------------------------------------------------------------------------------------------------------------
Defences
Ref 18 (Natural armour +7, Flat-footed 16), Fort 13, Will 10
HP
53; Threshold 18
------------------------------------------------------------------------------------------------------------
Speed
0 squares
Melee
3 Tendrils +9 each (1d6+6) and
Melee
Bite +8 (1d8+6)
Fighting Space
2x2; 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 +5
------------------------------------------------------------------------------------------------------------
Weapon Focus (Tendrils)
: Carnivorous Plants have Weapon Focus (Tendrils) as a bonus feat.
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3 years ago  ::  Dec 11, 2009 - 4:57AM #108
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
TheNarrator gave us stats for the Swamp Beast of Trinta from a WEG adventure module:

Yet another example of fauna mutated by the Dark Side, the Swamp Beast resembles an animated mound of compost.


Swamp Beast CL7

Large beast 8
Dark-side
8
Init
+8; Senses: Perception +11
------------------------------------------------------------------------------------------------------------
Defences
Ref 17 (Natural armour +4, Flat-footed 13), Fort 15, Will 12
HP
76; Threshold 20
------------------------------------------------------------------------------------------------------------
Speed
8 squares
Melee
2 Claws +9 each (1d6+9)
Fighting Space
2x2; Reach 1 square
Base Atk
+6; Grp +16
Atk Options
Pin, Stench Attack
------------------------------------------------------------------------------------------------------------
Abilities
Str 20, Dex 18, Con 20, Int 2, Wis 14, Cha 1
Special Qualities
: Stench Attack
Feats: Pin, Skill Training (Endurance), Skill Training (Stealth), Skill Training (Survival)
Skills: Endurance +14, Perception +11, Stealth +8, Survival +11
------------------------------------------------------------------------------------------------------------
Pin
: Swamp beasts have Pin as a bonus feat.
Stench Attack: 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.
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3 years ago  ::  Dec 11, 2009 - 5:17AM #109
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Hammersolo answers his own request for the Thranta:

Thranta.JPG

Mar 2, 2009 -- 2:59PM, Hammersolo wrote:


Thranta CL 4
Huge Airborne Beast 5
Init +10; Senses Perception +8; low-light vision
Defenses Ref 16 (flat-footed 13), Fort 17, Will 11
hp 58; Threshold 27
Speed Fly 14 squares
Melee Bite +5 (2d6+9) and
Melee Tail slam +5 (1d8+9)
Fighting Space 3x3; Reach 2 sq.
Base Atk +3; Grp +20
Special Actions Conditioning
Abilities Str 24, Dex 16, Con 24, Int 4, Wis 13, Cha 5
Special Qualities Airborne
Feats Conditioning, Skill Training(Init)
Skills Acrobatics +5, Climb +9 (may reroll, keep reroll), Deception -1, Endurance +9 (may reroll, keep reroll), Initiative +10 (may reroll, keep reroll), Jump +9 (may reroll, keep reroll), Perception +8, Persuasion -1, Stealth -5, Survival +3, Swim +9 (may reroll, keep reroll)

I wasn't sure about the flying speed, but in the RCR, it's speed was 26m (which I think works out to be 14 sq now; what does the poor description from RCR mean?). Also, I like to keep the abilities for both characters and creatures to a 25 pt buy, which is why I lowered the Str and Con scores to 24 (it didn't affect the Ability mod, so I figured it didn't matter).



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
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3 years ago  ::  Dec 11, 2009 - 5:21AM #110
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
One of my favorite folks from these forums, Zrissa (a/k/a "Z'rissa" on the d20radio.com forums, where she is moderator and "Princess of Alderaan"), gives us the Strill, the ugly-but-lovable pack hunter from the Republic Commando novels.  This is the creature used as an example in her tremendously helpful Z'Rissa's Guide to Beast Building .pdf, and is also the creature that...

Feb 28, 2009 -- 7:37AM, Zrissa wrote:

...netted me an Honorable Mention in d20 Radio's Build-A-Threat Contest last year.

STRILL; CL 5
Medium Beast 6
Init +15; Senses Perception +13
Languages (Understand only) Basic, Mando'a

Defenses Reflex 15 (flat-footed 11), Fort 11, Will 12
Hit Points 33; Threshold 11

Speed 6 squares (run/fly/glide)
Melee 2-4 claws +8 (1d4+7) or
Melee bite +8 (1d6 +7)
Fighting space 1 square; Reach 1 square
Base Atk +4; Grp +8
Atk Options Rapid Strike

Ability Scores Str 18, Dex 18, Con 13, Int 3, Wis 14, Cha 10
Feats Rapid Strike, Skill Training (Perception, Stealth)
Skills Perception +7, Stealth +12, Survival +7
Scent Strills 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, SECR, p. 73)

Capsule:
A strill is the traditional Mandalorian hunting animal, both tenacious in pursuit of prey and very loyal. They are also quite clever, and their intelligence and tenacity, combined with their flying/gliding ablities, enable strills to follow a quarry into and through places where many trackers cannot or will not go.

However they are not for everyone. Even some Mando'ade dislike the creatures due to their savage reputation, unkempt appearance and offensive musky odor [which, as I just read in Imperial Commando: 501st, is noticed only by Human males; Human females and other species apparently do not "notice" the musky scent.  -RobShanti].

Strills are 6 legged furry mammals with sharp claws and an oversized fang-filled mouth. They are about 1 meter long, plus a whiplike tail. The furred hide hangs in loose folds most of the time, which accounts for much of its ugly look. When taking to the air, the skin stretches between the limbs and body to allow it to glide or even fly.

The deep skin folds make it difficult for a strill to groom itself clean--or presumably for an owner to do so. Dirt, oil and skin bacteria therefore remain in the folds. This dirt accumulation, natural musk production and constant drooling (possibly due to so many teeth crowded into the mouth) contribute to a strill's terribly unpleasant aroma.

Strills are monoecious (hermaphroditic) mammals, although it is not clear whether they mate, self-fertilize or both. It is known that strills make elaborate nests and hunt just before giving birth. They are said to be able to sense when other species are about to give birth.

The lifespan of a strill is several times that of a human (or other common Mando'ade species). Therefore, a strill owner will make provisions for her companion to be passed on to a caring new master/mistress, usually a family member or close friend. However, a Mando'ad will offer future ownership to a more distant aquaintance if that person shows interest or affection toward his companion.

Design Notes:
This version is for a well-trained adult strill, probably the companion of a middle to higher level Mandalorian mercenary. It is suitable for all eras and most campaign types, particularly those where Mandalorians are common, such as KotOR, bounty hunter, or some Republic Commando campaigns.

Languages given are those which are most commonly used to give commands to trained strills. Some strills are also trained to respond to hand signals in addition to verbal commands.


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