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3 years ago  ::  Dec 15, 2009 - 11:49AM #121
Dendrite
Date Joined: Nov 29, 2008
Posts: 2,641

As Kyle Katarn said, there's nothing like roast Kell Dragon


Kell Dragon    CL 14


Large beast 14
Init +6; Senses low-light vision; Perception +5


Defenses Ref 21 (flat-footed 21), Fort 21, Will 8
hp 229; second wind +57/114; Threshold 26


Speed  8 squares
Melee bite +22 (1d8+12) or
Melee bite +20 (2d8+12) with Rapid Strike or
Melee bite +26 (1d8+19) with Powerful Charge or
Melee claw +22 (1d6+12) or
Melee claw +20 (2d6+12) with Rapid Strike or
Melee claw +26 (1d6+19) with Powerful Charge or
Ranged  by weapon +9
Fighting Space 3x3; Reach 2 squares
Base Atk +10; Grp +27
Atk Options Bantha Rush, Improved Bantha Rush, leap attack, Power Attack, Powerful Charge, Rapid Strike, rend


Abilities Str 34, Dex 9, Con 32, Int 2, Wis 6, Cha 12
Feats Bantha Rush, Improved Bantha Rush, Power Attack, Powerful Charge, Rapid Strike
Skills Jump +24, Stealth +1

Low-light vision- Ignore concealment (but not total concealment) from darkness
Desert- May reroll Survival checks to endure extreme heat, keeping the better result
Leap Attack- As a full-round action, make a leap attack at the end of a charge of at least 2 squares to allow all claw attacks against a single opponent
Rend- If successful with both claw attacks in one turn, can rend opponent for additional damage (2 extra dice)
Kell.jpg

AMS-51 "Dendrite"
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3 years ago  ::  Dec 16, 2009 - 7:18AM #122
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Here's an Alt-U critter created by d20radio.com forums member "Cyril" in response to a request by "fainmaca," who wanted "two Sith Wyrms to battle [my PCs], but of course they would have to be fireproof, and perhaps have traits to indicate their fiery home" in an underground labyrinth of lava pools and rivers of molten rock:

monsterhunterportable2ndg-screensho.jpgLavaWorm.jpg

Here's a quick write-up I did using the Syth worm as a base template. Mind you this hasn't been tested yet, but it should still be fairly balanced for as a CL 18

Lava Dragon
Colossal subterranean (fire) beast 16
Init +8; Senses darkvision, Perception +12 (May reroll, keep the better result)
Defenses Ref 26 (flat-footed) 26, Fort 40, Will 25
hp 312; Thresh 95
Immune fire
Speed 8 squares (swim)
Melee bite +27 (4d6+38) or
Melee bite +22 (5d6+38) with Rapid Strike or
Melee bite +22/+22 (4d6+38) with Double Attack or
Melee bite +17/+17 (5d6+38) with Double Attack and Rapid Strike
Fighting Space 6x6; Reach 4 squares
Base Atk +12; Grp +54
Atk Options Double Attack, flame breath, Rapid Strike
Abilities Str 44, Dex 10, Con 38, Int 1, Wis 8, Cha 10
Special Qualities darkvision
Feats Double Attack (bite), Improved Damage Threshold, Power Attack, Rapid Strike, Toughness, Weapon Focus (bite)
Skills Perception +12

Flame Breath - A Lava Dragon may breathe flame as a standard action in a 6 square cone. The Lava Dragon makes a special attack roll using it's Constitution modifier instead of it's strength, at a +26 modifier. Any creature caught in the cone takes 6d6 points of fire damage if the attack beats the target's Reflex Defense and half damage if the attack roll fails to beat the target's Reflex Defense.

Just to show my work here, I took out the Pin, Crush, and Powerful Charge feats and replaced them with the Toughness, Rapid Strike, and Double Attack (bite) feats in order to make their melee prowess a little more dangerous, also believing this to be tactics better suited for a creature that spends a lot of its time immersed in lava, where grappling isn't going to come into play as much. I replaced the DR 15 with Fire immunity, making it slightly easier to damage despite the more powerful melee abilities. I also decided to replace the devout ability with a Flame Breath attack to give it it's own unique flavor.


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3 years ago  ::  Dec 16, 2009 - 12:49PM #123
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Jormundre - you're welcome. It wasn't too difficult to convert (apart from the poison and 'feeding' abilities anyway)...

Thanks for those additions Dendrite and RobShanti - they're now in the master lists. 


Svartgeirr gives us stats for both the young and adult Opee Sea Killer of Naboo:

The Opee Sea Killer is a monstrous predatory amalgam of fish and crustacean traits which inhabits Naboo’s watery core. While they prefer ambush, the Opee is fully capable of pursuing prey by using a unique method of jet-propulsion to get close, then extending its adhesive tongue, dragging prey into a mouth filled with double rows of teeth. Young Opees have been known to chew their way out of the bellies of Colo Claw Fish when swallowed.

Opee See Killer
Adult Opee Sea Killer CL9
Colossal Aquatic Beast 10
Init +8; Senses: Darkvision; Perception +6
------------------------------------------------------------------------------------------------------------
Defences Ref 13 (Natural armour +10, Flat-footed 10), Fort 28, Will 11
HP 225; Threshold 78
Immune Acid damage
------------------------------------------------------------------------------------------------------------
Speed 12 squares (swim), 18 squares (swim with Jet Propulsion)
Melee Bite +13* (4d6+31) or
Melee Tongue +23 (2d6+21)
Fighting Space 10x10; Reach 10 squares, 15 squares (Tongue)
Base Atk +7; Grp +23
Atk Options Crush, Pin, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 42, Dex 16, Con 46, Int 2, Wis 12, Cha 6
Special Qualities: Adhesive Tongue, Aquatic Traits, Jet Propulsion, Sturdy Carapace
Feats: Crush, Pin, Power Attack, Skill Focus (Stealth)
Skills: Stealth +18**
*Includes 10 points of Power Attack
**Opee Sea Killers gain a +20 bonus to Stealth checks when made in rocky underwater environments
------------------------------------------------------------------------------------------------------------
Adhesive Tongue: If the Opee Sea Killer makes a successful Tongue attack against a creature or object of Huge-size or less, it may immediately make a grapple check, which if successful, automatically deals Bite damage and pins the target. If it fails the grapple check, the target is only grabbed.
Jet Propulsion: When swimming in a straight line, an Opee Sea Killer moves an additional 6 squares.
Sturdy Carapace: Opee Sea Killers take no damage from being Swallowed Whole.


Young Opees are no less voracious predators than adults, scouring the oceans of Naboo. They tend to inhabit shallower water than their adult counterparts, avoiding the depths where the larger predators lurk. They are usually solitary, although they have been known to gather in small packs, terrorising shipping in the process.

Colo3-woswfg.jpg
Young Opee Sea Killer CL5
Gargantuan Aquatic Beast 6
Init +6; Senses: Darkvision; Perception +4
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Natural armour +6, Flat-footed 11), Fort 23, Will 12
HP 105; Threshold 43
Immune Acid Damage
------------------------------------------------------------------------------------------------------------
Speed 8 squares (swim), 14 squares (swim with Jet Propulsion)
Melee Bite +11* (3d6+20) or
Melee Tongue +16 (1d8+15)
Fighting Space 4x4; Reach 3 squares, 6 squares (Tongue)
Base Atk +7; Grp +23
Atk Options Pin, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 34, Dex 16, Con 36, Int 2, Wis 12, Cha 16
Special Qualities: Adhesive Tongue, Aquatic Traits, Jet Propulsion, Sturdy Carapace
Feats: Pin, Power Attack, Skill Focus (Stealth)
Skills: Stealth +23**
*Includes 5 points of Power Attack
**Opee Sea Killers gain a +20 bonus to Stealth checks when made in rocky underwater environments
------------------------------------------------------------------------------------------------------------
Adhesive Tongue: If the Opee Sea Killer makes a successful Tongue attack against a creature or object of Huge-size or less, it may immediately make a grapple check, which if successful, automatically deals Bite damage and pins the target. If it fails the grapple check, the target is only grabbed.
Jet Propulsion: When swimming in a straight line, an Opee Sea Killer moves an additional 6 squares.
Sturdy Carapace: Opee Sea Killers take no damage from being Swallowed Whole.
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3 years ago  ::  Dec 16, 2009 - 1:23PM #124
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
A little something from my Tempest Feud collection for you all tonight:


The photon spider is one of the few surviving creatures found on Varl after the devastation wrought to the planet by the Hutts. The creature is terrible to behold: 4 metres long and covered from mandible to spinneret in hard chitinous armour. In addition to this, the body of a photon spider is virtually transparent and the creature exceptionally light-footed, making it a highly effective ambush predator despite its size.
Photon spiders get their name from their unusual natural weapon, a spinneret capable of firing a bolt of energy similar to that of a blaster set on stun.


Photon Spider
Photon Spider CL5
Large Subterranean Beast 6
Init +12; Senses: Darkvision; Perception +9 (may reroll, must keep second)
------------------------------------------------------------------------------------------------------------
Defences Ref 19 (Natural armour +6, Flat-footed 15), Fort 14, Will 11
HP 60; DR 10; Threshold 19
------------------------------------------------------------------------------------------------------------
Speed 8 squares, 12 squares (climb)
Melee Bite +11 (1d8+10) or
Ranged Spinneret +8 (2d6+3 stun)
Fighting Space 2x2; Reach 1 square
Base Atk +4; Grp +16
Atk Options Spinneret
------------------------------------------------------------------------------------------------------------
Abilities Str 25, Dex 18, Con 18, Int 2, Wis 13, Cha 7
Special Qualities: Darkvision, Spinneret, Subterranean Traits
Feats: Skill Focus (Stealth), Skill Training (Initiative), Skill Training (Perception), Skill Training (Stealth)
Skills: Climb +15, Initiative +12, Perception +9 (may reroll, must keep second), Stealth +12
------------------------------------------------------------------------------------------------------------
Skill Training (Stealth): Photon spiders have Skill Training (Stealth) as a bonus feat.
Spinneret: A photon spiders' spinnerets act as an organic stun weapon similar to a blaster pistol. The spinnerets have a maximum range 6 squares for this stun attack (identical to a standard blaster pistol set to stun).
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3 years ago  ::  Dec 21, 2009 - 5:53AM #125
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Never one to let his own requests go unanswered, Hammersolo rises to his own challenge and gives us the Garral:

Garral.png

Garral                               CL 2
Medium Beast 3
Init +3; Senses Keen Senses, Scent, Perception +7
Defenses Ref 15 (flat-footed 13), Fort 12, Will 11
hp 19; Threshold 12
Speed 8 squares
Melee 2 claws +4* (1d4+3) and
Melee Bite +4* (1d6+3)
Base Atk+2; Grp +4
Atk Options Pin, Power Attack
Abilities Str 15, Dex 14, Con 14, Int 2, Wis 13, Cha 9
Special Qualities Acute Repulsor Sensitivity, Keen Senses, Scent
Feats Pin, Power Attack
Skills Acrobatics +3, Climb +3, Deception +0, Endurance +3, Initiative +3, Jump +8, Perception +7, Persuasion +0, Stealth +3, Survival +2, Swim +3

Acute Repulsor Sensitivity–Garral ears are particularly sensitive to the sounds of repulsorlift machinery. The base DC for a garral to hear a repulsorlift is only 5. This sound agitates them greatly. If fighting near a repulsorlift, a garral goes into a killing frenzy, attacking any living or moving thing it doesn’t recognize.

Keen Senses—Considered trained in the Perception skill.

Scent—Ignore concealment and cover when making Perception checks to notice opponents w/in 10 sq. Take no penalty for poor visibility when tracking.

*Includes 0 points of Power Attack

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3 years ago  ::  Dec 21, 2009 - 6:02AM #126
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919

Never one to let his own requests go unanswered, Hammersolo rises to his own challenge and gives us the Blackstalker. 

This beast comes from the "Creature Feature" series of web enhancements for the d20 RCR Star Wars role-playing game on the Wizards of the Coast website, with each article describing a creature and giving it game statistics.  Many of these creatures were new, or new variations on old creatures, and the articles were often designed to show creatures associated with a recently released RPG book. Many of the Creature Feature articles were written by Jeff Quick.  The "Creature Feature" for the Blackstalker, however, was written by Owen K.C. Stephens.  No picture was provided in the original article, and none has been created since, as far as I know:


Blackstalker              CL 5
Medium Beast 6
Init +5; Senses Keen Senses, Scent, Perception +10
Defenses Ref 18 (flat-footed 16), Fort 12, Will 12
hp 64; DR 7; Threshold 12
Speed 6 squares
Melee 2 claws +6* (1d4+5) and
Melee Bite +6* (1d6+5)
Base Atk +4; Grp +6
Atk Options Pin, Power Attack
Force Powers (Use the Force +8): Battle Strike (3)
Abilities Str 14, Dex 14, Con 15, Int 2, Wis 14, Cha 10
Special Qualities Energy Resistance (fire and blasters), Force Stealth, Keen Sense, Scent
Feats Force Sensitivity, Force Training (1), Pin, Power Attack
Skills Acrobatics +5, Climb +5, Deception +3, Endurance +5, Initiative +5, Jump +5, Perception +10, Persuasion +3, Stealth +5, Survival +5, Swim +5, Use the Force +8

Energy Resistance—Receives DR 7 against fire and blasters.

Force Sensitivity--Has Force Sensitivity as a bonus feat.

Force Stealth—May use Use the Force check mod instead of Stealth mod when making Stealth checks.

Keen Senses—Considered trained in the Perception skill.

Scent—Ignore concealment and cover when making Perception checks to notice opponents w/in 10 sq. Take no penalty for poor visibility when tracking.

*Includes 0 points of Power Attack


Design Notes:

I based the blackstalker off of the nighthunter from DoD4, or rather I should say I think they based the nighthunter off of their RCR blackstalker (not that I'm complaining, that made it all the easier to convert).


I know DR 7 is kind of an odd number, but I was trying to stick as closely as possible to the RCR stats.

Added Force Sensitivity SQ to blackstalker to explain it having 4 feats as a 6th level creature.


 

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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
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3 years ago  ::  Dec 21, 2009 - 6:08AM #127
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Before the Watch-Beast of Gamorr appeared as a CL 9 creature on page 61 of Galaxy at War,  forums member DeciusNero gave us his version (at the same CL) in a dedicated thread:

Watch-beast2.jpg
Watch-Beast                        [CL 9]
Huge beast 10
Init +6; Senses low-light vision; Perception +14

Defenses Ref 19 (flat-footed 18), Fort 17, Will 14 (–2 size, +10 natural)
hp 115; DR 5; Threshold 27
Immune flanking

Speed 6 squares
Melee bite +17 (2d6+15)
Base Atk +7; Grp +27
Fighting Space 3x3; Reach 2 squares

Abilities Str 30, Dex 12, Con 24, Int 2, Wis 18, Cha 10
Feats Bantha Rush, Powerful Charge, Power Attack, Skill Training (Initiative)
Skills Initiative +11, Perception +14 (can reoll, must take second result), Persuasion +5 (+15 when intimidating)

Physical Intimidation – when using the Persuasion skill to intimidate, watch-beasts use their Strength bonus instead of their Charisma bonus when determining the check modifier.   
Trample – as a full-round action, the watch-beast can run over a single opponent of at least Large size.  The watch-beast must move through the opponent’s square and ends its move in an unoccupied square.  When adjacent to an opponent at the beginning of its action, a watch-beast can begin its trampling attack and move normally.  A trampled opponent takes 1d6+15 points of damage, with an 1d20+10 attack roll against the target’s Reflex defense.  If the trample attack fails, it deals half damage.   

Dangerous predators native to Gamorr, watch-beasts have been domesticated by Gamorreans to guard their fortresses and strongholds.  They have powerful bodies covered in dense fur; they have long faces topped with short horns and a gaping mouth with four tusks.  They are fiercely territorial, giving warning with a croaking bark before viciously attacking. 


*bonus feat
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"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
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3 years ago  ::  Dec 21, 2009 - 6:15AM #128
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
In a dedicated thread, forums member DeciusNero gave us the Ash Angel.  Am I the only one who hears the Crew-Cuts singing the Penguins' "Earth Angel" every time I read the name of this creature?

Ash angels were large avian creatures native to Sullust. They subsisted on the harsh surface of the planet by consuming ash. Their bodies extracted nutrients from the ash, and then shed the powdery residue through their skin.
Ash angels did not have feathers like other avian creatures. Instead, they had short, thin strips of tissue covering their wings and back, granting them the appearance of a pile of ash, which was valuable camouflage in the incinerated landscape. It was through these strips they shed the ash residue.


AshAngel.JPG


Ash Angel                            [CR 5]
Small airborne beast 6
Init +6; Senses darkvision; Perception +3

Defenses Ref 22 (flat-footed 19), Fort 17, Will 16 (+2 natural armor)
hp 31; Threshold 17
Resist energy 10, fire 10

Speed 2 squares, fly 6 squares
Melee bite +7 (1d4+1 plus poison)
Base Atk +4; Grp +2
Fighting Space 1 square; Reach 1 square

Abilities Str 4, Dex 17, Con 12, Int 3, Wis 11, Cha 3
Feats Dodge, Running Attack, Skill Training (Stealth)*, Weapon Finesse
Skills Initiative +11 (can reroll, must take second result), Stealth +8 (can reroll in ashy, burnt, or cluttered areas)

Poison – if an ash angel deals damage to a living target, the target is also poisoned.  If the poison succeeds on an attack roll (1d20+8) against the target’s Fortitude Defense, the target moves –1 on the condition track.  The poison attacks each round, 
Resistance – ash angels have resistance 10 against fire or energy, ignoring the first 10 points of damage from these sources. 

Native to Sullust, the ash angel is a scavenger adapted to life in the harsh surface.  Avian creatures that subsist on organic ash, ash angels are not overly aggressive, though they can be dangerous when confronted.  Their bite is mildly poisonous. 




RavingDork also gave us a CL 3 version:


Ash Angel                                       CL 3
Small airborne beast 6
Init may reroll; Senses Perception +0
Defenses Ref 16 (flat-footed 13), Fort 11, Will 10
hp 33; Threshold 11
Immune drowning
Speed 2 squares, 6 squares (flying)
Melee bite +8 (1d4 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp -4
Atk Options Poison
Abilities Str 4, Dex 17, Con 12, Int 3, Wis 11, Cha 3
Feats Weapon Focus (bite), Weapon Finesse
Skills Stealth +13 (camouflage)

Airborne Beast—Ash angels may reroll Initiative checks, but must keep the second result, even if it’s worse.

Camouflage—Ash angels may reroll Stealth checks when in ashy, burnt, or cluttered environments.

Energy Resistance 10—Ash angels are highly resistant to fire and blaster energy, ignoring the first 10 points of damage from these sources.

Poison—Ash angel’s bites are poisonous. If the bite attack hits the target’s Reflex Defense and deals damage, compare it to the target’s Fortitude Defense. If the attack also overcomes the target’s Fortitude Defense, the opponent is moved -1 step along the condition track. A target moved to the end of the condition track is immobilized, but not unconscious. The poison attacks each round (at the ash angel’s melee attack bonus) until cured with a successful DC 15 Treat Injury check.




RavingDork warns, however, that he has "done very limited playtesting" with his Ash Angel, as it is a "direct conversion[ ] of" its RCR counterpart, "following the guidelines in the official conversion document provided by WotC...so use [it] with caution."

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"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
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3 years ago  ::  Dec 21, 2009 - 6:27AM #129
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
I was pleased to see this Bogey build by Hammersolo, because, as it happened, I needed one for my own tabletop game, and lo and behold, a search of the WotC forums yielded this little gem:

Bogey
Medium Beast 1
Init
+5; Senses Darkvision; Perception +1
Defenses Ref 15 (flat-footed 10), Fort 10, Will 6
hp 7; Threshold 10
Speed Fly 6 squares
Melee Electrical Discharge +0 (2d4)
Base Atk +0; Grp +5
Atk Options Electrical Discharge
Abilities Str 1, Dex 20, Con 10, Int 1, Wis 2, Cha 2
Special Qualities Electrical Discharge, Intangible
Feats Bad Feeling
Skills Acrobatics +5, Deception -4, Endurance +0, Initiative +5, Perception +1, Stealth +5, Survival -4
Electrical Discharge -- Although bogeys do not go out of their way to attack any being, it is possible for them to burn someone as they fly by. This is unusual, but not malicious. Anytime the bogey flies past a possible target, make an attack roll with a +0 attack bonus as a free action for the bogey. On a successful hit, the bogey inflicts 2d4 points of electrical burn damage.
Intangible -- A bogey has no physical form, and therefore ignores all physical attacks (except those of the spice spider, its only natural predator). Energy attacks have a 50% chance of affecting a bogey. Force powers always affect a bogey normally. The creature also ignores defense bonuses from armor when making an attack. It is capable of passing through physical objects, such as stone, without difficulty.

Design Notes:

I wasn't sure what the difference between the burn attack and the electrical discharge from the RCR version was, and as there wasn't any explanation of the burn attack in that version, so I excluded it.
FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
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"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
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SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Dec 21, 2009 - 6:35AM #130
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Before the Shyrack appeared as a CL 4 creature (CL 6 in a swarm) on page 140 of the Jedi Academy Training Manual, Forum Guide PinkJediRanger gave us a CL 3 version:

Shyrack_JATM.jpg

Oct 26, 2008 -- 4:25PM, Pink_Jedi_Ranger wrote:


Shyrack (CL3)
Small flying Beast 4
Init +9; Senses +9, echo-location
Defences Ref 15 (flat-footed 13), Fort 14, Will 12
hp 38; Threshold 14
Speed  6 squares fly
Melee +4 bite (1d4+3) and
+4/+4 2 wing buffets (1d3+3/1d3+3)
Fighting Space 1 square; Reach 1 square
Base Attack +3; Grapple +0
Abilities Str 13 Dex 15 Con 18 Int 1 Wis 14 Cha 10
Feats Running Attack, Skill Training (Initiative)
Skills Initiative +9, Perception +9
Echolocation – A Shyrack ignores all cover and concealment when making Perception checks to notice targets within 12 squares.


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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Star Wars® The Praxeum The University of Sanbra's Guide to Xenobiology
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