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 FightingSpace 3x3; Reach 2 squares BaseAtk +10; Grp +27 AtkOptions 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-lightvision- Ignore concealment (but not total concealment) from darkness Desert- May reroll Survival checks to endure extreme heat, keeping the better result LeapAttack- 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)
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:
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.
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.
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.
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.
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 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).
Never one to let his own requests go unanswered, Hammersolo rises to his own challenge and gives us the Garral:
GarralCL 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) BaseAtk+2; Grp +4 AtkOptions Pin, Power Attack Abilities Str 15, Dex 14, Con 14, Int 2, Wis 13, Cha 9 SpecialQualities 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
AcuteRepulsorSensitivity–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.
KeenSenses—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.
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:
BlackstalkerCL 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) BaseAtk +4; Grp +6 AtkOptions Pin, Power Attack ForcePowers (Use the Force +8): Battle Strike (3) Abilities Str 14, Dex 14, Con 15, Int 2, Wis 14, Cha 10 SpecialQualities 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
EnergyResistance—Receives DR 7 against fire and blasters.
ForceSensitivity--Has Force Sensitivity as a bonus feat.
ForceStealth—May use Use the Force check mod instead of Stealth mod when making Stealth checks.
KeenSenses—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.
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:
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.
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.
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 AngelCL 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) FightingSpace 1 square; Reach 1 square BaseAtk +4; Grp -4 AtkOptions Poison Abilities Str 4, Dex 17, Con 12, Int 3, Wis 11, Cha 3 Feats Weapon Focus (bite), Weapon Finesse Skills Stealth +13 (camouflage)
AirborneBeast—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.
EnergyResistance10—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."
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.
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 (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.