If you're a fan of the original Han Solo trilogy, set in the Corporate Sector, you'll enjoy these stats, found in the upcoming Saga Edition Corporate Sector Sourcebook (see the dedicated thread for it) by Doug "Jindy" Bragg, yours truly and "GM_Dan" a/k/a "Luke Lowbrow" from d20radio.com...
The howlrunner isn't just for space combat anymore:
Howlrunner CL9 Medium Desert Predator 10 Init +14; Senses Perception +12, Low Light Vision ----- Defenses Ref 16 (Flat-Footed 15), Fort +12, Will +12 hp 71 Threshold 18 ----- Speed 8 squares Melee Bite +8 (1d6 +7) Melee Claws +8 (1d4 +7) BAB +6; Grp +10. Fighting Space 1 square Attack Options Pounce, 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 (Endurance), Accelerated Strike (KotORCG 32)* Skills Initiative +14, Perception +12, Stealth +13, Endurance +12 ----- Pounce – If a Howlrunner charges a foe, he can make still a full attack. Hamstring - A Howlrunner deals +2d6 points of damage with its natural weapons against a flat-footed opponent. Condition track loss from this wound is considered persistent due to tendon or muscle damage.
*Once per encounter, make a full attack -- such as attacking with all natural weapons -- as a Standard Action.
If you're a fan of the original Han Solo trilogy, set in the Corporate Sector, you'll enjoy these stats, found in the upcoming Saga Edition Corporate Sector Sourcebook (see the dedicated thread for it) by Doug "Jindy" Bragg, yours truly and "GM_Dan" a/k/a "Luke Lowbrow" from d20radio.com:
Bloodsniffer Pack animals native to the mountainous and desert regions of the planet Kamar. Their diet consisted solely of the blood of other creatures. Though they appeared to be lizards, bloodsniffers were in actuality mammals. Typical bloodsniffers fell between one and two meters in length and had mottled skin, which could serve as camouflage against the rocky terrain of the Kamarian Badlands.
Bloodsniffers were muscular creatures with four legs which had extremely sharp claws at the end. After sneaking up on their prey by using their razor-sharp senses, bloodsniffers would use these features to their advantage, tackling it or clawing it into submission. The bloodsniffer would then use the bony spike at the end of its tongue to breach the victim's skin and begin the process of feeding. Only immediate medical assistance would be able to guarantee the survival of the victim of a bloodsniffer attack.
The size of a typical pack of bloodsniffers ranged from two to eight adults plus pups. They were known to be fiercely protective of their hunting grounds and would battle other packs of bloodsniffers that trespassed on their dominion. Oftentimes these battles would end with the losers being drained of their blood.
(Description from wookipedia)
Bloodsniffer - CL 4 Medium beast 5 Init +4; Senses: Perception +8 --------------------------------------------- Defenses Ref 15 (Flat-Footed 13), Fort 12, Will 11 HP 32; Threshold 12 --------------------------------------------- Speed 6 squares Melee Tongue Spur +7 (1d6+3) and Blood Drain and Melee 2 Claws +7 (1d4+3) BAB +3; Grp +6 FightingSpace: 1 square Reach: 1 square --------------------------------------------- Abilities Str 17, Dex 14, Con 14, Int 4, Wis 13, Cha 10 SpecialAbilities: Blood Drain Feats: Skill Training (Perception), Weapon Focus (simple) Skills: Climb +5, Initiative +4, Jump +5, Perception +8, Stealth +4, Survival +8 --------------------------------------------- BloodDrain: If a Bloodsniffer deals damage over a living target's damage threshold with its tongue spur, the target's reduction on the condition track is persistent.
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Bloodsniffer Pack Bloodsniffer - CL 6 Large beast 5 Init +3; Senses: Perception +8 --------------------------------------------- Defenses Ref 13 (Flat-Footed 13), Fort 16, Will 11 HP 104; Threshold 31 --------------------------------------------- Speed 6 squares Melee Tongue Spur +11 (1d6+7) and Blood Drain and Melee 2 Claws +11 (1d4+7) BAB +3; Grp +15 FightingSpace: 1 square Reach: 1 square --------------------------------------------- Abilities Str 25, Dex 12, Con 22, Int 4, Wis 13, Cha 10 SpecialAbilities: Blood Drain, Pack Traits Feats: Skill Training (Perception), Weapon Focus (simple) Skills: Climb +9, Initiative +3, Jump +9, Perception +8, Stealth -2, Survival +8
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Bloodsniffer, Elite - CL 7 Medium beast 5/Sold. 3 Init +6; Senses: Perception +10 --------------------------------------------- Defenses Ref 21 (Flat-Footed 17), Fort 17, Will 16 HP 86; Threshold 17 --------------------------------------------- Speed 6 squares Melee Tongue Spur +11 (1d6+7) and Blood Drain and Melee 2 Claws +11 (1d4+7) BAB +6; Grp +10 FightingSpace: 1 square Reach: 1 square AttackOptions: Devastating Attack --------------------------------------------- Abilities Str 18, Dex 14, Con 14, Int 4, Wis 14, Cha 10 SpecialAbilities: Blood Drain Talents: Devastating Attack, Weapon Specialization (simple) Feats: Skill Training (Perception), Weapon Focus (simple), Toughness, Improved Defenses Skills: Climb +8, Initiative +6, Jump +8, Perception +11, Stealth +6, Survival +11
These are official Wizards of the Coast stats from the free, downloadable Dawn of Defiance campaign. If you plan on playing in that campaign, "Don't look at it, Marion!"
Coruscani OgreCL 5 Large beast 5 Init +2; Senses darkvision, scent; Perception +3 ———————————————————————————— Defenses Ref 13 (flat-footed 13), Fort 12, Will 11 hp 32; Threshold 17 ———————————————————————————— Speed 6 squares Melee slam +7* (1d6+12) or Melee large club +7* (1d8+12) BaseAtk +3; Grp +15 AtkOptions Pin, Power Attack ———————————————————————————— Abilities Str 24, Dex 10, Con 15, Int 3, Wis 12, Cha 4 SpecialQualities darkvision, scent Feats Pin, Power Attack Skills Initiative +2, Perception +3, Stealth +7 Possessions large club, ragged and stained clothing * Includes 3 points of Power Attack.
Darth_Scorpion said "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... "
Anyway - sorry about the delay, but here is the rebuilt Crown of Silk from the RCR UA book (I keep wanting to write Crown of Thorns whenever I think about it... ):
Native to the planet of Cerea in various bodies of water, the Crown of Silk is both a beautiful and a dangerous creature. Although serene looking and graceful, the Crown of Silk is a vicious predator. It will encircle the head of its prey and compress it to paralyze the creature and feed on its ambient energies. They are also known to be attracted to those who are Force sensitive.
Crown of Silk CL5 Tiny Airborne Beast 6 Init +7 (may reroll, must keep second); Senses: Force Sight; Perception +2 ------------------------------------------------------------------------------------------------------------ Defences Ref 16 (Natural armour +0, Flat-footed 12), Fort 8, Will 9 HP 24; Threshold 8 Weakness Fire/Heat ------------------------------------------------------------------------------------------------------------ Speed 2 squares (fly) Melee Bite +8 (1 plus poison) Fighting Space 1 square; Reach 0 squares Base Atk +4; Grp -2 Atk Options Parasite Strike, Poison, Weapon Finesse ------------------------------------------------------------------------------------------------------------ Abilities Str 2, Dex 19, Con 6, Int 2, Wis 9, Cha 6 Special Qualities: Airborne Traits, Camouflage, Force Sight, Parasite Strike, Poison Feats: Force Sensitivity, Skill Focus (Use the Force), Weapon Finesse Skills: Initiative +7 (may reroll, must keep second), Stealth +17 (may reroll, must keep second), Use the Force +11 ------------------------------------------------------------------------------------------------------------ Camouflage: The crown of silk blends in with its surroundings. A crown of silk may reroll any Stealth check, but the result of the reroll must be accepted even if it worse. Force Sight: Although blind, crowns of silk can 'see' by using the Force. They act normally without taking any penalties for blindness when in the presence of living creatures or life of any kind. This trait allows them to make Perception checks and they can ignore the effects of darkness as if they had Darkvision. Crowns of slik cannot, however, detect creatures that are 'invisible' to the Force such as Yuuzhan Vong and ysalamiri. These creatures have total concealment from the crown of silk, as do creatures in areas that dampen or supress the Force. Additionally, the crown of silk ignores all penalties to Perception checks from cover and concealment (but not total cover or total concealment). Crowns of slik do not increase the DC of Use the Force checks made to Sense Surroundings against targets with total cover. Parasite Strike: A crown of silk may grapple an immobilised opponent, at which point it begins feeding. The crown of silk firmly attaches itself to its victims head (inserting anchoring tendrils) and then inflicts temporary Wisdom damage at the rate of 1 hour-1. When the crown of silk has drained all it can (1d6 points total, victims regain these points at the rate of 1 day-1), it releases its victim and leaves emitting a phosphorescent glow (and later reproducing in 1d4 hours). Removing a crown of silk requires caution as simply pulling it off (with an opposed grapple check) a host will inflict 1d2 points of permanent Wisdom damage to the victim. Crowns of silk fear heat and fire and they will voluntarily release their victims if they take a single point of fire/heat damage. Poison: If a crown of silk deals damage to a living target with its bite attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+5) against the targets Fortitude Defence, the target takes 1d6 points of damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move along the condition track. The poison attacks every minute until cured with a DC 15 Treat Injury check. A target moved to the end of the condition track by crown of silk poison is immobilised, but not unconscious or killed (and can be revived as per the Treat Injury skill, SECR pg 74).
Changes from the RCR version: * Force Sight is my replacement for the original Blindsight SQ as it is said that CoS see through the Force. I thus used the Force Sight SQ from the MiralukaKotOR species entry. * Camouflage was a +2 bonus to Hide checks in 'low-light' conditions. I changed it to a reroll, must take second for simplicity. * Parasite strike is virtually the same as the RCR version, excepting the grapple check. * Poison has been changed as it was a originally a stunned for 2d4 hours effect. Since SE doesn't have a stunned condition, I replaced it with immobilised as it will fulfill the same purpose.
Darth_Scorpion, you might want to copy-and-paste this into post #56.
I felt that between the fan-built and official versions of the Krayt Dragon, there was too much of a gap in terms of CL, so here's a stat block for a CL 9 Krayt Dragon (this build is on the higher end of CL 9, somewhere between CL 9 and CL 10):
Krayt Dragon, Lesser CL 9 Colossal Desert Beast 10 Init +4; Senses Lowlight Vision, Tremorsense, Perception +11 Defenses Reflex 9 (Flat-footed 9), Fort 25, Will 11 hp 195; DR 10; Threshold 75 Speed 10 squares Melee Bite +23 (4d6+16) and 2 Claws +23 each (3d6+16) or Melee Bite +25 (4d6+21) with Powerful Charge Base Atk +7; Grp +23 Fighting Space 6x6; Reach 4 squares Attack Options Devour, Powerful Charge, Triple Crit (Bite) Abilities Str 43 (+16), Dex 8 (-1), Con 40 (+15), Int 1 (-5), Wis 14 (+1), Cha 6 (-2) Special Qualities Lowlight Vision, Tremorsense Feats Skill Training (Perception), Power Attack, Powerful Charge, Triple Crit (Bite) Skills Climb +26, Perception +11 Tremorsense - A Krayt Dragon automatically senses the location of anything that is in contact with the ground and within 100 squares (no Perception check required). Devour - If a Krayt Dragon hits with its bite attack against a Huge or smaller opponent, it can automatically make a grappl check with its bite attack at its full bonus (even if it has already taken a full-round action). If the grapple check is successful, the dragon can begin devouring its target. Any creature being devoured takes 1d8+22 points of damage each round it is in the Krayt Dragon's maw. When the creature reaches 0 hps, it is swallowed by the Krayt Dragon and continues to take 1d6 hps of acid damage each round.
And here's a little sum'n-sum'n I added, inspired by the encounter set-ups in Galaxy at War and the modification suggestions in Scavenger's Guide to Droids:
If the heroes fail to elude or defeat the Krayt Dragon before it devours a creature of Large size or bigger, or devours two medium-sized creatures, the beast leaves the party, sated, by sinking into the sand and "swimming" beneath the surface by means of its powerful limbs. The characters will be unable to affect it with melee or ranged weapons due to its total cover from the sand. The path of its departure creates difficult terrain in a 6-square wide swath for a length of 10 squares, at which point it tunnels so deep beneath the sands that it no longer effects the topography of the area.
If the heroes defeat the Krayt Dragon before it devours a creature of Large size or bigger, or devours two medium-sized creatures, they receive experience for a CL 9 challenge. If they cut open the belly of the beast, they find a single Dragon Pearl worth 100,000 credits. Extracting the Dragon Pearl requires 1 hour of work and a DC 15 Survival check. A character trained in Treat Injury may make a Treat Injury check at the same DC instead. If the heroes skin the beast, its hide can be used to craft holsters, clothing or tent canopies. Skinning the creature requires 4 hours of work and a DC 15 Survival check. For every 5 points by which the check exceeds the DC, an additional 1 item may be crafted from the creature's hide. Crafting a tiny item from the hide requires another 2 hours of work and a DC 10 Survival check. The DC for this check increases by 5 for each size above Tiny the crafter seeks to create.
I think I can manage that (that post is quite long now...).
TheNarrator gave us stats for the Gorgand (along with its intestines...) of Trinta from a WEG adventure module:
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 (Natural Armour +4, Flat-footed 13), Fort 16, Will 12 hp 95; Threshold 21 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee 2 Claws +8* each (1d6+11) and Melee Bite +8* (1d8+11) Fighting Space 2x2; Reach 1 square Base Atk +7; Grp +18 Atk Options Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 22, Dex 24, Con 22, Int 2, Wis 14, Cha 10 Feats: Power Attack, Skill Training (Initiative), Skill Training (Stealth), Skill Training (Survival) Skills:Initiative +16, Perception +11, Stealth +11, 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 (Natural Armour +0, 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 1 square; 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
RobShanti posted these stats for the Terentatek on behalf of a person whose name is lost to time (official stats appear in JATM, pg 146):
Terentatek CL13 Large Subterranean Desert Beast 14 Init +11; Senses: Darkvision, Scent; Perception +14 (may reroll, must keep second) ------------------------------------------------------------------------------------------------------------ Defences Ref 20 (Natural armour +11, Flat-footed 20), Fort 15, Will 12 HP 139; Threshold 25 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee Bite +17 (1d8+14) and Melee 2 Claws +17 each (1d6+14) and Melee Sting +17 (1d6+14) Fighting Space 2x2; Reach 2 squares Base Atk +10; Grp +22 Atk Options Rage, Rend ------------------------------------------------------------------------------------------------------------ Abilities Str 24, Dex 8, Con 20, Int 5, Wis 14, Cha 8 Special Qualities: Desert Traits, Force Resistance, Rage, Rend, Scent, Subterranean Traits Feats: Force Sensitivity, Improved Damage Threshold, Skill Training (Endurance), Skill Training (Perception), Skill Training (Survival) Skills: Endurance +17, Initiative +11, Perception +14 (may reroll, must keep second), Stealth +1, Survival +14 (may reroll to endure extreme heat, keeping better result) ------------------------------------------------------------------------------------------------------------ Force Resistance: A Terentatek gains a +10 bonus on all defences against force effects, powers and talents. Rage: Upon taking damage greater than Will Defense, gains +2 to melee attack and damage rolls for 5 + Constitution modifier rounds. Rend: If successful with both claw attacks in one turn, can rend opponent for additional damage (2 extra dice). Scent: Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking.
Thank you so much for unearthing the crown of Silk, I greatly appreciate it!
(To be honest, crown of thorns makes way more sense than the image I get ~ I immediately picture one of those French silk pies… funny huh? Because I’m the kind of fat kid that does not even like cake : )) <--- the double chin smile )