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3 years ago  ::  Dec 21, 2009 - 6:41AM #131
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
Working diligently through the KotOR 1 & 2 beasts, Forum Guide PinkJediRanger gave us...

Laigrek1.jpg

Oct 18, 2008 -- 2:31AM, Pink_Jedi_Ranger wrote:


...the Laigreks and Deadly Laigreks that had infested the Enclave sub-level on Dantooine.

Laigrek (CL4)
Small Subterranean Beast 5
Init +5; Senses +12, darkvision
Defences Ref 17 (flat-footed 14), Fort 11, Will 10
hp 38; Threshold 11
Speed  4 squares (6 squares when using all six legs)
Melee +6 bite (1d4+2) and
+6/+6 2 claws (1d3+2/1d3+2)
Fighting Space 1 square; Reach 1 square
Base Attack +3; Grapple +1
Abilities Str 11 Dex 17 Con 12 Int 1 Wis 11 Cha 8
Feats Skill Focus (Perception), Weapon Finesse
Skills Perception +12*, Stealth +8
* may re-roll, keeping second

Deadly Laigrek (CL7)
Small Subterranean Beast 7
Init +7; Senses +15, darkvision
Defences Ref 21 (flat-footed 18), Fort 12, Will 12
hp 59; Threshold 17
Speed  4 squares (6 squares when using all six legs)
Melee +9 bite (1d4+4) and
+9/+9 2 claws (1d3+4/1d3+4) or
Ranged +9 fire breath (2d6+3)
Fighting Space 1 square; Reach 1 square
Base Attack +5; Grapple +4
Abilities Str 12 Dex 18 Con 14 Int 2 Wis 14 Cha 9
Feats Improved Damage Threshold, Skill Focus (Perception), Weapon Finesse
Skills Perception +15*, Stealth +10
* may re-roll, keeping second
Fast Healing 2 – A deadly laigrek automatically regains 2 hit points every round at the end of its turn, up to its normal maximum, until it is killed.
Fire breath – In place of its normal attacks, a deadly laigrek can spew flaming material at a single target up to 3 squares away


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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 - 6:43AM #132
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
Before the Dark Side Dragon, also known as the Hssiss, appeared as a CL 5 creature on page 137 of the Jedi Academy Training Manual, Forum Guide PinkJediRanger gave us a CL 9 version:

HssissKOTORII.jpg

Oct 10, 2008 -- 8:12PM, Pink_Jedi_Ranger wrote:


Hssiss (CL9)
Large desert Beast 10
Init +7; Senses Low-light vision, Perception +12, Scent
Defences Ref 21 (flat-footed 19), Fort 17*, Will 12*
hp 142; Threshold 22* DR 3
* +5 vs Use the Force
Speed  8 squares
Melee +12 bite (1d8+20* + poison) and
+12/+12 2 claws (1d6+20*/1d6+20*) and
+12 tail slam (1d8+20*)
* includes 5 points of Power Attack
Fighting Space 2x2 squares; Reach 1 square
Base Attack +7; Grapple +22
Abilities Str 31 Dex 14 Con 25 Int 2 Wis 15 Cha 12
Feats Power Attack, Skill Focus (Stealth), Skill Training (Stealth), Toughness
Skills Perception +12, Stealth +12
Rend – If a Hssiss hits with both of its claw attacks in the same turn, it rends its opponent for an additional 2d6 points of damage
Venomous bite – After a successful bite attack, make an attack roll of 1d20+10 against the victim's Fortitude Defence. If that hits, the victim moves -2 persistent steps down the condition track and takes an additional 2d10 damage. The venom can be removed with a successful DC 25 Treat Injury check or by remaining in a Force Trance for at least 4 hours.
Dark Force Concealment – The Dark Side of the Force grants a Hssiss total concealment from all non-adjacent targets until it attacks


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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 - 5:24PM #133
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
Hey, DS, you might want to edit this stat block by RavingDork into post #58...I'm not sure how he got a CL 4 for a beast 8, so we might want to change the CL to 7...

Asyyyriaks.JPG

Asyyyriak (CL 4)
Medium forest beast 8
Init +13; Senses Perception +0
Defenses Ref 16 (flat-footed 12), Fort 13, Will 14
hp 60; fast healing 1; Threshold 13
Speed 4 squares, 6 squares (climbing)
Melee bite +9 (1d6+7) and 2 claws +9 (1d4+7)
Fighting Space 1 square; Reach 1 square
Base Atk +6; Grp +9
Abilities Str 16, Dex 18, Con 16, Int 5, Wis 19, Cha 6
Feats Powerful Charge, Skill Training (initiative)
Skills Climb +3 (may take 10 or reroll), Initiative +13, Stealth +13 (camouflage)
Camouflage—An asyyyriak may reroll Stealth checks when in forested environments.
Expert Climber—An asyyyriak may choose to reroll any Climb check, but the result of the reroll must be accepted even if it is worse. In addition, asyyyriak may choose to take 10 on Climb checks even when distracted or threatened.
Fast Healing 1—An asyyyriak automatically regain 1 hit point every round at the end of its turn, up to its normal maximum, until it is killed.

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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 - 5:30PM #134
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
RavingDork gave us the the k’lor’slug.  While he originally listed it as a CL 5, it is actually more appropriately labelled a CL 9, given that it is built with 10 beast levels.

Klorslug.jpg

The k'lor'slug is a creature often found in contaminated food cargoes, abandoned city sections, and swamps. Originally from the planet Noe’ha’on, k’lor’slugs have spread throughout the galaxy, hiding in freighters and breeding profusely when introduced to new environments. A single k’lor’slug can lie up to 300 eggs at a time, which hatch into voracious full-grown hatchlings in a few days. More than one freighter has been found dead in space, its entire crew and cargo consumed by an infestation of k’lor’slug hatchlings.

K’lor’slugs can grow up to 2 meters in length, but most are no larger than half that. Each slug has six legs and two small pincers it uses to climb and move its eggs. A k’lor’slug’s carapace is hard and segmented, making it almost invulnerable to physical damage. It has two compound eyes and numerous heat and scent sensor pits in its slightly bulbous head.

K’lor’slugs seek dark places to live and nest, since they dislike bright lights. They burrow through lose sand and earth, but not hard-packed dirt. Nimble swimmers, they may be most dangerous in swamplands, where they can remain unseen beneath the water’s surface. When infesting a ship (usually a large transport or freighter), k’lor’slugs always seek the darkest, coldest area to use as their egg-laying field. Some ship captains install bright lights in every hold and corridor to prevent k’lor’slugs from finding an attractive place to breed, but most spacers consider this too great an expense for such a specific problem.

K’lor’slug (CL 9)
Medium subterranean beast 10
Init +1; Senses darkvision; Perception +0
Defenses Ref 18 (flat-footed 15), Fort 8, Will 9
hp 35; DR 20/energy; Threshold 13
Immune drowning
Speed 4 squares, 1 square (burrow), 6 squares (swim)
Melee bite +10 (1d6+3 plus poison) and
Melee 2 claws +10 (1d4+3)
Fighting Space 1 square; Reach 1 square
Base Atk +7; Grp +4
Atk Options Poison
Abilities Str 5, Dex 16, Con 6, Int 1, Wis 9, Cha 2
Feats Improved Damage Threshold, Skill Focus (stealth), Toughness, Weapon Finesse
Skills Survival +12
Expert Swimmer—A k’lor’slug may choose to reroll any Swim check, but the result of the reroll must be accepted even if it is worse. In addition, a k’lor’slug may choose to take 10 on Swim checks even when distracted or threatened. K’lor’slugs are also capable of breathing underwater.
Poison—K’lor’slug 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 target moves -1 persistent step on the condition track.
Subterranean Beast—K’lor’slugs may reroll perception checks but must keep the second result, even if it is worse. K’lor’slugs also have darkvision.




I also did a CL 2 version of the k'lor'slug for my life-sized dejarik rules:

K'lor'slug                              CL 2
Medium beast 3
Init +4; Senses Perception +2 (may reroll); naturally blind, tremorsense
Defenses Ref 14 (flat-footed 11), Fort 11, Will 11
hp 10; Threshold 11
Speed 6 squares; climb 4 squares
Melee sting +5 (1d4 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +2; Grp +2
Abilities Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Feats Weapon Finesse, Skill Training (Jump)
Skills Climb +6 (may reroll, may take 10), Jump +6, Perception +2 (may reroll)
Subterranean – May reroll Perception checks, but must keep the second result even if it's worse.
Naturally Blind – All opponents have beyond 12 sq. have total concealment. All checks and actions that rely on vision fail automatically.
Tremorsense - Can detect and pinpoint any creature or object (negating any concealment) within 12 squares in contact with the ground.
Poisonous Constriction –If the K’lor’slug makes a successful stinger attack against a creature or object of Huge-size or less, it may immediately make a grapple check to constrict its target for 2d6 damage. It then secretes a toxic slime that makes an attack roll (1d20+5) against the target’s Fortitude Defense to inflict 4d6 damage and -1 step on the condition track. If the attack fails the target takes half damage and doesn’t move down the condition track. The poison attacks each round until cured with a DC 15 Treat Injury check.

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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 22, 2009 - 7:14AM #135
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
Before the Kintan Strider appeared as a CL 5 creature on page 111 of Threats of the Galaxy, forums member RavingDork gave us his own home-brewed version at the same CL:


250px-Kintan_strider.jpg

A fierce creature originally indigenous to the Endless Wastes, the Kintan strider is an ugly sight to behold. The creature’s ruddy pinkish-orange and almost laughably puffy features belie the ferocity that have endeared it with the Hutt lords for centuries and made it a respected adversary to generations of ancient Nikto orders. Despite its appearance, a strider is a ferocious creature, aggressive, vicious, and with a relentless bloodlust. Quick and agile, with exceptional healing abilities, a strider can take a ferocious beating, only to recover and return the favor doubly so.

The strider was hunted and polluted to extinction millennia before the Empire’s rise, one of the last creatures to perish at the Niktos’ hands (a telling testament to its hardiness). Fortunately, it had been transported to and bred on other worlds long before it vanished from its own. Hutt gangsters are especially fond of using Kintan striders as guard beasts; though not overly intelligent, the creatures can withstand long periods of sentry duty and are well suited to palace defense. Bred illegally by numerous merchants throughout the galaxy (especially in the Corporate Sector and the Modell Sector), Hutt lords such as Jabba, Zorba, and Durga have further popularized the creature’s use as a guard (and attack) beast.

During the Rebellion and The New Jedi Order eras—while thousands of “domesticated” striders abound through the galaxy—the Kintan strider is better known to the common folk as the pink, club-wielding brute of the dejarik holochess boards. (Though often depicted with a crude club in holochess images, the striders do not actually wield weapons.)

Kintan Strider
(CL 5)
Large desert beast 6
Init +3; Senses Perception +5
Defenses Ref 15 (flat-footed 15), Fort 16, Will 7
hp 63; Threshold 21
Speed 6 squares
Melee slam +5* (1d6+20)
Fighting Space 2x2 squares; Reach 2 squares
Base Atk +4; Grp +16
Atk Options Great Cleave, Power Attack
Abilities Str 24, Dex 10, Con 22, Int 3, Wis 4, Cha 8
Feats Cleave, Great Cleave, Power Attack
Skills Perception +5
Desert Beast—Kintan Striders may reroll Survival checks made to resist extreme heat and keep the better result.
Extraordinary Recuperation—Kintan Striders regain hit points at ten times the normal rate (see Natural Healing, page 148 of the Saga Edition Core Rulebook).

* Includes 6 points of Power Attack.




I also did my own CL 3 version of the Kintan Strider for my Life Sized Dejarik rules:

Kintan Strider         CL 3
Large beast 4
Init +0; Senses Perception +8; low-light vision
Defenses Ref 13 (flat-footed 13), Fort 15, Will 13
hp 36; Threshold 20
Speed 8 squares
Melee Mace +9 (1d8+11)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +14
Abilities Str 22, Dex 10, Con 21, Int 2, Wis 16, Cha 10
Feats Skill Focus (Survival), Skill Training (Survival)
Skills Perception +8, Survival +13
Low-light vision Kintan Striders ignore concealment (but not total concealment) from darkness.
Fast Healing: Each round, a Kintan Strider recovers 1 hit point up to its normal max.

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 22, 2009 - 7:17AM #136
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
Before the Kybuck appeared as a CL 1 mount on page 129 of the Clone Wars Campaign Guide, forums member RavingDork gave us his home-brewed version at the same CL:

Kybuckcharge_cw1.jpg


Kybucks were ungulates that were native to the Woolwarricca prairies of Kashyyyk, and genetically similar to the tauntauns of Hoth.

Their swift speed, along with the cover of their natural environment, allowed them to be able to run from predators. Kybucks could run at up to 90 kilometers per hour. Males had short horns sitting atop their head. There are many different breeds of kybucks, often identifiable by their horn styles and sizes.

Kybucks mated for life. They raised an annual litter of two or three foals in rearing grounds protected by a barb thicket. Kybucks tended to flee from enemies when alone, but if a foe threatened a kybuck’s offspring, the parents would fight to defend their territory. Kybucks attacked using leaping kicks and horned head-butts to fight off enemies.

The Wookiees of Woolwarricca adored the kybuck for having protective familial instincts that resemble that of the Wookiee culture. The Wookiees did not hunt the creatures. Some chieftains often domesticated kybucks as a symbol of status.

A colony of kybucks was established on Felucia during the battle there by CIS mercenaries.

Kybuck (CL 1)
Medium beast 2
Init -4; Senses Perception +2
Defenses Ref 14 (flat-footed 11), Fort 9, Will 11; +1 natural armor
hp 7; Threshold 9
Speed 12 squares
Melee bite +2 (1d6+2)
Melee kick +2 (1d4+2)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp +4
Abilities Str 12, Dex 16, Con 8, Int 2, Wis 13, Cha 12
Special Qualities dash
Feats Skill Focus (jump)
Skills Jump +12
Dash—Unlike many other beasts, kybucks can move at incredibly high speeds overland. They have a maximum velocity of 90 km/h.


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 22, 2009 - 7:22AM #137
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
Forums member RavingDork gave us the Schinga Shikou:

Schinga shikou were large, predatory, serpents native to Makem Te, and the most prized of the schinga species. A pureblood schinga shikou was roughly eight meters long, with smooth scales along the length of its body and dozens of large white fangs. It held its head upright as it slithered. Some were domesticated by the native Swokes Swokes, for whom schinga shikou breeding was a profitable business. Due to careful breeding, there were dozens of varieties of schinga. Red, gold, and white specimens were especially prized.

Schinga_Shikou_Rider.jpg


Schinga Shikou  (CL 3)
Huge desert beast 4
Init +0; Senses Scent, Perception +1
Defenses Ref 12 (flat-footed 12), Fort 17, Will 11
hp 46; Threshold 27
Speed 10 squares
Melee bite +13 (2d6+12) or
Melee slam +13 (1d8+12)
Fighting Space 3x3 squares; Reach 1 square
Base Atk +3; Grp +23
Atk Options Crush (1d8+12 damage), Pin
Abilities Str 31, Dex 10, Con 25, Int 3, Wis 12, Cha 11
Feats Crush, Pin
Skills Survival +8
Desert Beast—Schingas may reroll Survival checks made to resist extreme heat and keep the better result.
Scent—Schingas 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, page 73 of the Saga Edition Core Rulebook).


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 22, 2009 - 7:28AM #138
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
In a dedicated thread, Ianten_Silverblade brings us his Sand Worm.  I'm not sure if this is supposed to be the creature from Frank Herbert's Dune series, or if it's supposed to be something from the Star Wars mythos, such as the Sand Burrower of Blenjeel...even the original thread doesn't indicate.  Whatever it is, the picture below is the Sand Burrower, and I think Iantan_Silverblade's Sand Worm stats suit it just fine:

Worm.JPG

Jul 27, 2008 -- 7:11PM, Ianten_silverblade wrote:


Sand Worm
Colossal Desert Beast 20
Init +13; Senses Tremorsense
________________________________________
Defenses Ref 18 (flat-footed 18) Fort 31 Will 12
HP 420; DR 15; Damage Threshold 81
________________________________________
Speed 10 squares
Melee slam +36 (3d6+31) and bite +36 (4d6+31) and devour
Fighting Space 8x 8; Reach 6 squares
Base Attack +15; Grp +56
Atk Options Crush, Devour, Mighty Swing, Pin, Power Attack, Powerful Charge
________________________________________
Abilities Str 52, Dex 6, Can 50, Int 2, Wis 14, Cha 10
Special Qualities Fast Healing 5, Tremorsense
Feats Crush, Mighty Swing, Pin, Power Attack, Powerful Charge, Toughness, Skill Training (Initiative)
Skills Initiative +13, Survival +17
________________________________________
Tremorsense - A Sand Worm automatically senses the location of anything that is in contact with the ground and within 100 squares (no Perception check required).

Devour - If a Sand Worm hits with its bite attack against a Huge or smaller opponent, it can automatically make a grapple 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 Sand Worm's maw. When the creature reaches 0 hit points, it is swallowed by the Sand Worm and continues to take 1d6 points of acid damage each round.

Fast Healing 5 - A Sand Worm automatically regains 5 hit points every round at the end of its turn, up to its normal maximum, until it is killed.



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 22, 2009 - 7:34AM #139
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904
In a dedicated thread, Ianten_Silverblade brings us his Raptostrich.  I'm not sure if this creature is something of his own devising, or, perhaps, intended to be the Aryx of Cerea.  Given that he refers to it as a "Large Desert Beast," I think that's unlikely, although the stats certainly suit the Aryx just fine.  The picture shown below is the Aryx of Cerea, perhaps the closest approximation of this creature in the Star Wars mythos:

Aryx.JPG

Jul 27, 2008 -- 7:11PM, Ianten_silverblade wrote:


Raptostrich (useable for Aryx)
Large Desert Beast 8
Init +12; Senses Scent; Perception +10
________________________________________
Defenses Ref 12 (flat-footed 9) Fort 16 Will 11
HP 48; Damage Threshold 21
________________________________________
Speed 6 squares
Melee 3 claws +10 (2d6+10) and bite +10 (2d8+10)
Fighting Space 2 x 2; Reach 1 square
Base Attack +6; Grp +17
Atk Options Leap attack
________________________________________
Abilities Str 18, Dex 24, Con 16, Int 2, Wis 14, Cha 14
Special Qualities scent
Feats Rapid Strike, Skill Training (Initiative, Perception)
Skills Initiative +12, Perception +10, Survival +10
________________________________________
Leap Attack – As a full-round action, a Raptostrich 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 claw attacks against a single opponent.

Scent – Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking.


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 22, 2009 - 7:48AM #140
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,904

THE MONSTERS OF DEJARIK

Grimtash the Molator, Ghhhk, Houjix, Ng'ok, Kintan Strider, K'lor'slug, Monnok, & Mantellian Savrip


Did you ever want to do a "The Most Dangerous Game" -type game, where the PCs are captured by a mad "General Zaroff-like" noble and forced to participate in his twisted bloodsport games for his amusement?

Me too. In fact, I finally did it. And here are my dejarik monsters, statted out for your enjoyment.  Note that official stats for the Kintan Strider and Mantellian Savrip can be found on pages 111 and 116, respectively, of Threats of the Galaxy (and elsewhere in this thread; see the index on the first page):

Grimtash the Molator 
250px-Molator.jpg
Large beast 6
Init +2; Senses scent; Perception +2
Defenses Ref 15 (flat-footed 15), Fort 14, Will 9
Hp 57; Threshold 19
Speed 4 squares
Melee 2 claws + 9 (1d6+8 )
Fighting Space 2x2; Reach 2 squares
Base Atk +4; Grp +13
Atk Options Power Attack, Frenzy
Abilities Str 20, Dex 8, Con 18, Int 2, Wis 9, Cha 6
Feats Cleave, Power Attack, Toughness, Force Sensitive.
Skills Survival +7


Ghhhk
250px-Ghhhk.jpg
Medium Beast 2
Init +4; Senses Perception -1
Defenses Ref 15 (flat-footed 12), Fort 12, Will 8
Hp 16; Threshold 12
Speed 6 squares
Melee bite +3 (1d4+3)
Reach 1 square
Base Attack +1; Grapple +4
Abilities Str 14, Dex 17, Con 14, Int 2, Wis 6, Cha 2
Feats Skill Training (Acrobatics).
Special Actions: Arboreal May take 10 on Climb checks even when distracted or threatened.
Fast Healing: Each round, a Ghhhk recovers 1 hit point up to its normal max.
Screech: A Ghhhk can make a screech attack (1d20+5) against the target’s
Fortitude Defense. If the attack succeeds, the target moves -1 stepalong the condition track
Skills Acrobatics +9, Climb +3, Endurance +3, Jump +8, Stealth +4, Survival -1, Swim +3.

Houjix
houjix.jpg
Large beast 6
Init+2; Senses scent; Perception +2
Defenses Ref 15 (flat-footed 15), Fort 14, Will 9
Hp 57; Threshold 19
Speed 4 squares
Melee Bite + 9 (1d6+8 )
Fighting Space 2x2; Reach 2 squares
Base Atk +4; Grp +13
Atk Options Power Attack, Cleave
Abilities Str 20, Dex 8, Con 18, Int 2, Wis 9, Cha 6
Feats Cleave, Power Attack, Toughness.
Skills Survival +7



Ng’ok
250px-Ngok_swenc.jpg
Large beast 14
Init +11; Senses Low-light vision, Perception +14
Defenses Ref 20 (flat-footed 20), Fort 15, Will 12
hp 139; Threshold 25
Speed 8 squares
Melee 2 Claws +17 (1d6+14)
Fighting Space 2; Reach 2 squares
Base Atk +10; Grp +22
Abilities Str 24, Dex 8, Con 20, Int 5, Wis 14, Cha 8
Feats Improved Damage Threshold, Skill Training (x3)
Skills Endurance +17, Initiative +11, Perception +14, Stealth +1, Survival +14
Terrifying Presence - may re-roll intimidation checks but must keep second result
Stench attack - make 1d20+10 vs Fort against target of Pin feat, -1 on condition track on success
Rend- If successful with both claw attacks in one turn, can rend opponent for 2 extra dice of dam.
Scent- Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking
Force Resistance- A Ng’ok gains a +10 bonus on all defenses against force effects, powers and talents



Kintan Strider
250px-Kintan_strider.jpg
Large beast 4
Init +0; Senses Perception +8; low-light vision
Defenses Ref 13 (flat-footed 13), Fort 15, Will 13
hp 36; Threshold 20
Speed 8 squares
Melee Mace +9 (1d8+11)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +14
Abilities Str 22, Dex 10, Con 21, Int 2, Wis 16, Cha 10
Feats Skill Focus (Survival), Skill Training (Survival)
Skills Perception +8, Survival +13
Low-light vision Kintan Striders ignore concealment (but not total concealment) from darkness.
Fast Healing Each round, a Kintan Strider recovers 1 hit point up to its normal max.



K’lor’slug
200px-Klorslug.jpg
Medium beast 3
Init +4; Senses Perception +2 (may reroll); naturally blind, tremorsense
Defenses Ref 14 (flat-footed 11), Fort 11, Will 11
hp 10; Threshold 11
Speed 6 squares; climb 4 squares
Melee sting +5 (1d4 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +2; Grp +2
Abilities Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2
Feats Weapon Finesse, Skill Training (Jump)
Skills Climb +6 (may reroll, may take 10), Jump +6, Perception +2 (may reroll)
Subterranean – May reroll Perception checks, but must keep the second result even if it's worse.
Naturally Blind – All opponents have beyond 12 sq. have total concealment. All checks and actions that rely on vision fail automatically.
Tremorsense - Can detect and pinpoint any creature or object (negating any concealment) within 12 squares in contact with the ground.
Poisonous Constriction –If the K’lor’slug makes a successful stinger attack against a creature or object of Huge-size or less, it may immediately make a grapple check to constrict its target for 2d6 damage. It then secretes a toxic slime that makes an attack roll (1d20+5) against the target’s Fortitude Defense to inflict 4d6 damage and -1 step on the condition track. If the attack fails the target takes half damage and doesn’t move down the condition track. The poison attacks each round until cured with a DC 15 Treat Injury check.



Monnok
200px-Gamepiecemonnok.jpg
Large beast 4
Init +0; Senses Perception +13; low-light vision
Defenses Ref 13 (flat-footed 13), Fort 15, Will 13
hp 36; Threshold 20
Speed 8 squares
Melee Spear +9 (1d8+11)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +14
Abilities Str 22, Dex 10, Con 21, Int 4, Wis 16, Cha 10
Feats Skill Focus (Survival), Skill Training (Survival)
Skills Perception +8, Survival +13
Low-light vision Monnoks ignore concealment (but not total concealment) from darkness.



Mantellian Savrip
mantellian_savrip.jpg
Large nonheroic 6/soldier 2
Force 1; Dark Side 0
Init +10; Senses Perception +9
Languages Basic (rudimentary), Savrip
Defenses Ref 16 (FF 15), Fort 14, Will 11; natural armor 2 (already factored into Ref)
HP 40; Threshold 19
Speed 6 squares
Melee claw +12 atk damage 1d6+10 with poison 1d20+6 or
Melee bite +12 atk damage 1d8+10
Fighting Space 1 square; Reach 2 squares
BAB +6; Grp +9
Attack Options Cleave, Expert Grappler, Point Blank Shot, Power Attack
Abilities Str 14, Dex 13, Con 13, Int 10, Wis 11, Cha 10.
Talents: Expert Grappler
Feats: Improved Defenses, Cleave, Power Attack, Toughness, WP (adv. Melee, simple)
Skills: Initiative +10, Endurance +10
Species Traits: May reroll, stealth, perception & survival (accept 2nd roll)
Ferocious: reroll one failed attack with natural weapons



I superimposed a grid over a dejarik board available for download here, but the grid is too small for miniatures. Sorry. I affix the map to an 8 1/2 " x 11 " spongeboard and use colored pins to represent the characters (I do this for all my combat maps in all my games).

I found lots of different rules for dejarik on the internet, but based the version used in my game on the "Courtier Rules" found here. My version, used in the game, was called "Courtier Royale," and involved the hapless PC as the "Courtier King," who started the game with his feet encased in a remote-controlled hoverdisc over the center space as all the other PCs watched in horror from the stands. Surrounding the circumference of the board were similar remote-controlled hoverdiscs bearing the real-live monsters that we saw in hologram form in the famous scene in A New Hope, statted above.

The "Courtier Royale" rules I made up go like this:

The Courtier King never leaves the center square.

The two dejarik players share the pieces (I suppose, using these rules, you could conceivably have more than two dejarik players).

Each dejarik player moves a dejarik piece one "gameboard space" (I scaled the map such that a 4 to 6 square move covers one gameboard space) and attack another piece in that space, or can move two gameboard spaces. (This basically is standard Saga Ed. combat...move your speed in squares and attack a character in an adjacent square, or double move).

The object is to move your piece into the king's center space and attack him. If the monster does not kill the king in that one round, he remains in the center space, becomes one of the "King's men" and fights for the King.

Endgame: When all of the pieces are situated in the center space, half of them betray the king, starting with the piece situated at 12 o'clock, and moving clockwise. These pieces resume their original efforts to kill the king while the remaining pieces continue to fight for the king. If there are an odd number of non-king pieces, the odd man also betrays the king. (When determining who is to betray the king and who is to remain loyal, you refer to the combat map grid, obviously, not the gameboard spaces, since all the pieces will be in the center space.) In the endgame, the loyal pieces are referred to as "the King's right hand men"; those who betray him are referred to as "the sinister pieces."

The object is to kill the king on your turn. If you do, you win.

Note that these rules and stats can also be used to play a regular holographic game of "Courtier Royale" dejarik around a holo-table in-game (or out of game!).

Enjoy!

FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
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