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Star Wars® The Praxeum The University of Sanbra's Guide to Xenobiology
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2 years ago  ::  Nov 26, 2010 - 12:48PM #211
Prom
Date Joined: Jan 11, 2007
Posts: 2,127

Nov 25, 2010 -- 8:44PM, Dendrite wrote:

Nov 25, 2010 -- 8:32PM, Prom wrote:

Does anyone know what size the Zillo beast should be?

I'm guessing between colossal and gargantuan.




Mine (page 10) is Colossal.




Ok, thanks for that. I should have checked the master list, was in a hurry again. No need to do it again.

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2 years ago  ::  Nov 29, 2010 - 7:40PM #212
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
Choreamnos

The choreamnos are a type of lazy, arboreal animal. They hardly moved except to get leaves on other branches. On Endor, the species is known colloquially as the blasé tree goat due to the habit of hanging upside down in the blase trees.

Choreamnos                                               CL 1
 
Medium beast 1
Initiative +0; Senses low-light vision; Perception +6
Defenses Ref 10 (flat-footed 10), Fort 11, Will 11
Hp 4; Threshold 11
Speed  4 squares
Melee bite +2 (1d6+2)
Fighting Space 1 square; Reach 0 squares
Base Attack +0; Grapple +2
Abilities Str 15, Dex 11, Con 13, Int 2, Wis 12, Cha 6
Feats Skill Training (Climb)
Skills Climb +7, Perception +6
 
Low-light vision - Ignore concealment (but not total concealment) from darkness.

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2 years ago  ::  Nov 29, 2010 - 7:44PM #213
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
Cerean Hopper

The Cerean hopper was an animal indigenous to Cerea.

Cerean Hopper                                           CL 1
 
Small beast 1
Initiative +3; Senses scent; Perception +6
Defenses Ref 14 (flat-footed 11), Fort 10, Will 11
Hp 3; Threshold 10
Speed  6 squares
Melee bite +0 (1d4)
Fighting Space 1 square; Reach 0 squares
Base Attack +0; Grapple -2
Abilities Str 10, Dex 17, Con 11, Int 2, Wis 13, Cha 8
Feats Skill Training (Perception)
Skills Jump +5, Perception +6, Stealth +8
 
Scent - Ignore concealment and cover when making Perception checks to notice opponents within 10 squares and poor visibility when tracking.

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2 years ago  ::  Apr 04, 2011 - 5:14PM #214
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,921

Wow!  Has it really been 4 months since we've had a new creature?  NMC delivers:


Apr 4, 2011 -- 2:58PM, NMC wrote:

I'm not aware of any official stats--or unofficial ones, for that matter--but these are some numbers I put together for a short scenario.

-Nate


New Creature: Geonosian Brain Worm
Diminutive beast 1
Init +4; Senses Perception +1
Defenses Ref 19 (Flat-footed 15), Fort 11, Will 11
hp 9; Threshold 11
Speed 6 squares
Melee bite +4 (1d2-2)
Fighting Space 1 square; Reach 0 squares
Base Atk +0; Grp -2
Atk Options Brain Attack
Abilities Str 6, Dex 18, Con 12, Int 2, Wis 12, Cha 10
Special Qualities Cold Susceptibility
Feats Weapon Finesse (bite)
Skills Acrobatics +9, Stealth +19
Brain Attack—With a full attack action, a brain worm in the same square as its target can crawl into a victim's nose and try to take control of its brain. Doing so requires a melee attack and deals 1d6 Intelligence damage. If the target is reduced to 0 or lower Intelligence, it falls under the control of the brain worm.
Cold Susceptibility—Brain worms are particularly susceptible to cold, and take double damage from extremely cold temperatures. See page 254 for more details about this hazard. 




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2 years ago  ::  May 26, 2011 - 3:09AM #215
Prom
Date Joined: Jan 11, 2007
Posts: 2,127



Blastail                                               CL 2


Small beast 2


Init +4; Senses Perception +3, dark-vision


Defenses Ref 16 (flat-footed 13), Fort 11, Will 12


Hp 8; Threshold 11


Speed  11 squares


Melee bite +1 (1d6)


Ranged  tail bulb +4 (special)


Fighting Space 1 square


Base Atk +1; Grp -1


Abilities Str 11, Dex 16, Con 13, Int 4, Wis 15, Cha 6


Feats Skill Training (Climb)


Skills Climb +6, Stealth +9, Survival +8


Disease: A creature that takes hit point damage from a blastail’s bite can contract a disease. Make an attack roll of 1d20 + 2 against the creatures Fortitude defense. If the creature contracts the disease, they get sepsis. The sepsis on blastails saliva has an incubation period of 4d6 hours, causes the victim to drop one step down the condition track as a persistent condition; until the infection is removed with a Treat Injury skill check of DC 20. 


Tail Bulb: Once per day, a blastail can make a ranged attack with its tail bulb, a dusty ball of collected pollen. The range of the Tail Bulb is 3 squares (4.5 meters), and if the tail bulb strikes its target, the victim can be blinded for 2d4 rounds. Make an attack roll of 1d20 + 2 against the victims Fortitude defense. While its opponent is blinded, the blastail typically flees.

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2 years ago  ::  May 27, 2011 - 12:29AM #216
pukunui
Date Joined: Jun 30, 2006
Posts: 8,798
I note that the last two creatures posted here both deal ability score damage. Personally, I was glad to see that mechanic removed from the system! Why bring it back, especially when this is one of the things that the condition track is meant to represent in the first place? And, on top of that, there are already some perfectly viable pre-existing mechanics that can represent these abilities in the game.

For instance, what's wrong with having the blastail's disease act like every other disease in the game and just deal normal hit point and/or condition track damage instead of having it deal Con damage? The end result is more or less the same anyway.

As for the brain worm, why not model its special attack on the possession ability of the derriphan (JATM, pg 134)? That is, instead of having it deal Int damage, it just deals normal hit point damage with the difference being that when the target is reduced to 0 hp, it isn't knocked unconscious or killed but rather is restored to full hit points albeit with the parasite in control.

Just my two creds.
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2 years ago  ::  May 29, 2011 - 7:44PM #217
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
Ice worm
 



The ice worms are large predatory creatures from Akuria II. Their burrows honeycombed Akuria II's icy surface, making it highly dangerous to walk on.
Ice worms are green, slug-like creatures, with mouths filled with sharp teeth and lined with tentacles. They moved through their burrows on a series of small pseudopods.
 
By the time of the Galactic Civil War, they were nearly extinct.
 

Ice Worm                                            CL 5
 
Large beast 5
Init +3; Senses dark-vision, tremor-sense; Perception +2
Defenses Ref 15 (flat-footed 14), Fort 15, Will 10
Hp 58; Threshold 20
Speed  7 squares
Melee bite +9 (1d8+6) or
Melee 9 Tentacle slams +9 (1d6+6)
Fighting Space 2x2; Reach 2 squares
Base Atk +3; Grp +14
Abilities Str 23, Dex 12, Con 20, Int 2, Wis 11, Cha 6
Feats Skill Focus (Survival), Skill Training
Skills Endurance +12, Perception +2 (may reroll but must keep the result of the reroll even if worse), Stealth -2, Survival +12 (may reroll to endure extreme cold and keep the better result).
 
Arctic- May reroll Survival checks to endure extreme cold, keeping the better result.
 
Subterranean- May reroll Perception checks, but keep the second result even if worse; dark-vision
 
Tremor-sense- Automatically sense the location of anything on the ground within 100 squares.
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2 years ago  ::  May 29, 2011 - 9:15PM #218
Prom
Date Joined: Jan 11, 2007
Posts: 2,127
Snow Bear



The Snow Bear is a white-furred predatory beast found on the ice planet Hoth.
 
Snow Bear                                         CL 7
 
Large beast 7
Init +5; Senses low-light vision, scent; Perception +9
Languages
Defenses Ref 14 (flat-footed 12), Fort 14, Will 11
hp 65; Threshold 19
Speed  8 squares
Melee bite +10 (1d8+5) or
Melee claws +10 (1d6+5)
Ranged  by weapon +7
Fighting Space 2x2; Reach 1 square
Base Atk +5; Grp +15
Abilities Str 21, Dex 14, Con 19, Int 6, Wis 12, Cha 8
Special Qualities camouflage
Feats Skill Focus (Survival), Skill Training (2)
Skills Acrobatics +5, Climb +8, Endurance +12, Jump +8, Perception +9, Survival +14 (may reroll to endure extreme cold and keep the better result), Stealth +5, Swim +8.
 
Arctic- May reroll Survival checks to endure extreme cold, keeping the better result.
 
Low-light vision- Ignore concealment (but not total concealment) from darkness.
 
Camouflage- Ignore size modifier to Stealth.
 
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.
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2 years ago  ::  Jun 26, 2011 - 9:56PM #219
sir_kamal
Date Joined: Jun 5, 2009
Posts: 169
Ok guys and girls,
If I counted correctly, then we have 19 new creratures that have been added to this forum since the first pdf was created. So I would like to make a supplement book adding all the new creatures.

I just made a new cover page and I will start to pulling them all together very soon. If any body has any suggestion for the new book now is the time to say something.

And I just want to say thank you to each and everyone of you. If it weren't for all your hard work this game would have a void that would be hard to fill.

Kamal

P.S.
Here is the cover for the new book

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2 years ago  ::  Jun 26, 2011 - 10:37PM #220
Derffrombelgium
Date Joined: Mar 2, 2009
Posts: 429
What do you think of my homade conversions ? May you use them ?


Dwoob    CL 4




Dwoop  are small hairless mammalians herbivores with four powerful legs. On  Gamorr, dwoops are  semi-domesticated by the natives Gamorreans as draft  animals. They are quick and capable of carrying a surprising amount of  weight for a creature of its side. Dwoops can use their tails to defend  themselves against predators.

Small beast 4
Init +2; Senses Perception +2
Defenses Ref 11 (flat-footed 11), Fort 11, Will 10
hp 23; second wind +5/11; Threshold 11
Speed  6 squares
Melee tail slam +6 (1d3+3)
Base Atk +3; Grp +1
Abilities Str 16, Dex 10, Con 12, Int 2, Wis 10, Cha 8
Feats Skill Training (Survival)
Primary Skills Endurance +8, Stealth +7, Survival +7
Secondary Skills Acrobatics +2, Climb +5, Initiative +2, Jump +5, Perception +2, Stealth +7, Swim +5,  
Carrying Capacity - Dwoobs are treated as Medium creatures when determining their carrying capacity.
Sprint - Dwoobs can move up to 5 times their speed when using the run action.




Flapdragon    CL 5




Flapdragons  are six-legged carnivorous reptilians from the Gamorr's swamps. Their  forearms are strong and equipped with razor-sharp claws. Slightly over a  meter in lengt, flapdragons are covered in loose flaps of skin, which  they use to glide through the air and the water. Hidden in water to  surprise its preys, the flapdragon can produce an electrical  jolt...before leaping on these ones.

Large beast 5
Init +8; Senses low-light vision; Perception +2
Defenses Ref 11 (flat-footed 10), Fort 13, Will 10
hp 31; second wind +7/15; Threshold 18
Immune drowning, immune to thunder wasp's poison
Speed  4 squares, Swim 8 squares
Melee claws +9 (1d6+6)
Fighting Space 2x2; Reach 1 square
Base Atk +3; Grp +14
Special Actions Combat Reflexes
Abilities Str 22, Dex 12, Con 16, Int 6, Wis 10, Cha 9
Feats Combat Reflexes, Poison Resistance
Primary Skills Initiative +8 (may reroll but must keep the result of the reroll even if worse), Stealth -2
Secondary Skills Acrobatics +3, Climb +8, Endurance +5, Jump +8, Perception +2, Stealth -2, Survival +2, Swim +8
Aquatic- Can't drown and doesn't need to make swim checks; low-light vision
Electroshock - When in water or underwater, the flapdragon produces a short-range  electrical jolt. As a standard action, the flapdragon makes an area  attack (1d20+10) centered on one of its own squares against the  Fortitude Defense of all creatures in adjacent squares. If unsuccessful,  the target takes half damage.
Gliging - As a move  action, a flapdragon can glide, which is treated as a Jump check with  the flapdragon being considered to have a running start. Flapdragons  gain a +10 species bonus to Jump checks to determine the distance  cleared.

Thunder Wasp  (Male)  CL 3




The  thunder wasps are colorful winged insects roughly the size of a human  hand. They hunt other insects or small invertebrate. These animals  protect their territory and do not support that one approaches the nest  (generally built in the trees). They attack any foreigner approaching  with less than 50 squares the nest. The males are dumb.

Diminutive beast 3
Init +12; Senses Perception +2
Defenses Ref 21 (flat-footed 15, with Flurry 16), Fort 9, Will 11
hp 11; second wind +2/5; Threshold 9
Speed  8 squares (fly)
Melee sting -1 (special) or
Melee sting +1 (0d0-3) with Flurry
Base Atk +2; Grp -7
Atk Options Flurry, poison
Abilities Str 4, Dex 22, Con 8, Int 2, Wis 12, Cha 4
Special Qualities poison
Feats Flurry, Skill Training (Acrobatics)
Primary Skills Acrobatics +12, Initiative +12 (may reroll but must keep the result of the reroll even if worse), Stealth +22
Secondary Skills Perception +2, Stealth +22, Survival +2
Airborne- May reroll Initiative checks, but keep the second result even if worse
Poison-  If the sting attack deals damage to a living target, the target is also  poisoned. If the poison succeeds on an attack roll (1d20+5) against the  target's Fortitude Defense, the target moves -1 step along the  condition track. The poison attacks each round until cured with a  successful DC 15 Treat Injury check.

Thunder Wasp (Female)    CL 3


Interresting  fact, female thunder wasps have a verbal-association memory and can  replicate short sequence of sounds. So, discovered the shortly after a  storm, the insects quite naturally received their name. If they are  taken at the exit of egg, they can be domesticated. They can be trained  to recognize the commands of their masters, fly directly to a specified  location, and replicate a short message. But to obtain this small  extraordinary messenger, all the colony should be faced.

A  domesticated female can retain the ways for 4 destinations and seldom  traverses a distance higher than 200 kilometers. She can understand some  orders made up of two words “tells me”, “ leave MosEisley”, " go Theed"  or “find Luke”. To understand the instructions of her Master, she must  make a success on an Intelligence checks DC10.

Diminutive beast 3
Init +12; Senses Perception +2
Defenses Ref 21 (flat-footed 15, with Flurry 16), Fort 9, Will 11
hp 11; second wind +2/5; Threshold 9
Speed  8 squares (fly)
Special Qualities Screech, Mimicry
Abilities Str 4, Dex 22, Con 8, Int 2, Wis 12, Cha 4
Feats Flurry, Skill Training (Acrobatics)
Primary Skills Acrobatics +12, Initiative +12 (may reroll but must keep the result of the reroll even if worse), Stealth +22
Secondary Skills Perception +2, Stealth +22, Survival +2
Airborne- May reroll Initiative checks, but keep the second result even if worse
Screech-  As a swift action, the thunder wasp produces a piercing, high-pitched  sound. The thunder wasp makes an attack roll (1d20+10) against the  Fortitude Defense of every character within 6 squares of it. If the  attacks succeds, the target takes a -5 circumstance penalty against  Perception checks and skills checks requiring concentration, and the  target has difficulty hearing until the end of the thunder wasp's next  turn.
Mimicry- A female thunder wasp can perfectly  mimic short sequences of sounds (such brides of a conversation or a  small message). A female thunder wasp does not need to roll a Deception  check to reproduce a sound, but it can only mimic noises exaclty  (without alteration). 




Slime Cat   CL 4

Slime  cats are small carnivorous mammalians from Gamorr. Their fur is coverded with a  slimy coating and changes color from black to light grey. Slime  cats have a timid nature but are nevertheless difficult to control.

Small beast 4
Init +10; Senses low-light vision; Perception +4
Defenses Ref 15 (flat-footed 12), Fort 10, Will 12
hp 14; second wind +3/7; Threshold 10
Speed  8 squares
Melee bite +3 (1d4) or
Melee 2 claws +3 (1d3)
Base Atk +3; Grp +1
Atk Options rend
Abilities Str 10, Dex 16, Con 11, Int 2, Wis 14, Cha 8
Feats Close Combat Escape, Skill Training
Primary Skills Acrobatics +10, Initiative +10, Stealth +10
Secondary Skills Climb +2, Endurance +2,  Jump +2, Perception +4, Stealth +10, Survival +4, Swim +2
Low-light vision- Ignore concealment (but not total concealment) from darkness
Rend- If successful with both claw attacks in one turn, can rend opponent for additional damage (2 extra dice)

Quizzer    CL 3




The  mischievous Quizzers are an annoyance to the Gamorrean populous.   Quizzers stand only half a meter tall and live in the treetops of  Gamorr's forests.  Quizzers love shiny and bright objects, making the  unwary traveler an easy target for the little thieves.  Many travelers  find Quizzers have stolen such items as comlinks or even blasters.   Quizzers live in small family units keeping to the treetops as much as  possible, their clawed feet making it difficult for them to walk on the  ground.  Female Quizzers give birth to between three and five young.   Quizzers communicate though a series of barks, cheeps and howls. Such an  annoyance the Quizzers have become that the Gamorreans kill them at  every opportunity.  Should a quizzling, a group of Quizzers, be  found the Gamorrean declare hunting season.  Fortunately for the  Quizzers they adapt to change very quickly and all Gamorrean efforts to  wipe them out have failed.

Tiny beast 3
Init +6; Senses scent; Perception +1
Defenses Ref 17 (flat-footed 12), Fort 8, Will 10
hp 6; second wind +1/3; Threshold 8
Speed  4 squares
Melee Bite +0 (1d3-1) piercing damage
Base Atk +2; Grp -3
Abilities Str 5, Dex 20, Con 6, Int 2, Wis 11, Cha 3
Feats Risk Taker, Skill Focus (Climb)
Primary Skills Climb +8, Stealth +16
Secondary Skills Acrobatics +6,  Initiative +6,  Perception +1,  Survival +1
Scent-  Ignore concealment and cover when making Perception checks to notice  opponents within 10 squares and poor visibility when tracking




Moo    CL 2




This  grazing beast has been a source of food for both Gamorreans and  Watch-Beasts for as long as history can remember.  Moos have a high  birth rate, females usually birthing four to eight young, meaning their  population has never been in threat, at least not until the last hundred  years or so.  A combination of Gamorrean cities expanding, and the  importing of Nerfs as a grazing beast has caused the number of Moos to  drop drastically.  Where in the past a Moos farmer would shrug at the  loss of a couple of Moos to wild Watch-Beasts nowadays such beasts are  fought off and grazing pastures more well defended. Moos are normally  timid docile creatures, except in mating season, early spring.  During  this time the Moos herd keeps close together, stampeding any would be  foes.  Even Gamorreans choose not to hunt wild Moos during the spring.

Large beast 2
Init +1; Senses scent; Perception +4
Defenses Ref 9 (flat-footed 9), Fort 13, Will 8
hp 8; second wind +2/4; Threshold 18
Speed  6 squares
Melee Bite (1d8+3) piercing damage
Fighting Space 2x2; Reach 1 squares
Base Atk +1; Grp +8
Abilities Str 14, Dex 10, Con 17, Int 2, Wis 6, Cha 2
Feat : Wary defender
Primary Skills Perception +4, Stealth -4
Secondary Skills Acrobatics +1, Climb +3, Endurance +4, Initiative +1, Jump +3, Stealth -4, Survival -1, Swim +3
Scent-  Ignore concealment and cover when making Perception checks to notice  opponents within 10 squares and poor visibility when tracking
Maternal  Rage- If younglings are threatened, gain +2 to melee attack and damage  rolls, Fortitude and Will Defenses but -2 to Reflex Defense for 5 + Con  modifier rounds




Snooruk    CL 2



"The Gamorrean diet consists mainly of fungus, of which a startling variety grows on their homeworld. Snoruuk, a species of mobile mushrooms, forms the staple of the Gamorrean diet."
Snoruuk  are and edible fungus that has the ability to slowly move across the  forest floors of Gamorr.  These shuffling fungus usually form rings from  five to thirty fungi, moving collectively.  Snoruuk are a staple food  source of the Gamorreans, and can be herded, with much patience, by  simply tapping one of the fungi in the ring, causing them to move in the  opposite direction.  Snoruuk are totally blind and have no means of  defense or attack, they simple shuffle instinctively to their next food  source, feeding off small small grubs and absorbing moisture from the  grass.  During the Winter months the Snoruuk root themselves to the spot  until Summer.  New buds are grown during the Spring months.

Tiny beast 2
Init -3; Senses Perception -1
Defenses Ref 8 (flat-footed 8), Fort 7, Will 8
hp 4; second wind +1/2; Threshold 7
Speed  1 squares
Abilities Str 1, Dex 3, Con 4, Int 1, Wis 6, Cha 2
Feats Toughness
Primary Skills Stealth +7, Survival +4

This creature is inspired by the gelatinous cube from DD...

Gelatinous slime, domesticated pet CL 3


This  creature resembles large worm. "Gamorrean youths often kept gelatinous  slimes from the planet Saclas as pets." Any person thrown in a basin of  gelatinous slimes is on the one hand victim of pushed of Archimedes and  another share of delicious aqueous caresses on all the body. That causes  feelings… grrrr… All good bar (a little underground) has its basin of  gelatinous slimes which one can rent with the fifteen minutes, per hour  even at the day … Tiny gelatinous slimes let die by themselves at the  end of 2 or 3 years. With this age some rare absconders then leave the  civilization of reception to find a place quiet to isolate themselves  and grow bigger.

Tiny blind beast 3
Init -2; Senses tremorsense; Perception -4
Immune electricity, energy, ion, poison, force powers
Defenses Ref 9 (flat-footed 9), Fort 19, Will 5
hp 37; second wind +9/18; Threshold 19
Speed 1 squares
Melee slam +2 (1d2)
Base Atk +2; Grp -8 Abilities
Str 11, Dex 5, Con 28, Int -, Wis 1, Cha 1

Tremorsense- Automatically sense the location of anything on the ground within 100 squares.

A gelatinous slime can’t jump.
A gelatinous slime don’t sleep.
A tiny domesticated gelatinous slime can’t reproduce.
Only fire and acid inflicts real damage to this creature. Damage from all other sources is considered nonlethal.
•  Sweet Acid (Ex): A tiny gelatinous slime’s sweet acid does not harm  metal or stone. The soft acid cleans the skin but does not attack it.  All the impurities are digested by the creature. This is why they are  used for massages and care of the body.
• Sweet Paralysis (Ex): A  tiny gelatinous slime secretes a sweet anesthetizing liquid. A target  hit by a gelatinous slime’s melee attack must succeed on a DC 20  Fortitude save or be locally paralyzed for 1d6 rounds. The member thus  paralyzed slackens, which gets a strange but pleasant feeling.
•  Transparent (Ex): Tiny gelatinous slimes are very hard to see, even  under ideal conditions, and it takes a DC 15 Perception check to notice  one. Creatures who fail to notice a gelatinous and walk into it are  automatically engulfed.

Gelatinous slime, savage underground predator CL 4

The  gelatinous slimes lost in the hostile nature of Gamorr take refuge in  caves, burrows or ruins of abandoned cities. While growing, the  gelatinous slimes become solitary and aggressive. Generally, one finds  various old objects, weapons or treasures not digested in oldest of  them.

Huge blind beast 4
Init -3; Senses tremorsense; Perception -3
Immune electricity, energy, ion, poison, force powers Defenses
Ref 3 (flat-footed 3), Fort 20, Will 5
hp 55; second wind +13/27; Threshold 30
Speed 4 squares
Melee slam +11 (1d8+8 plus 1d6 acid)
Fighting Space 3x3; Reach 1 squares
Base Atk +3; Grp +21
Abilities Str 27, Dex 1, Con 30, Int -, Wis 1, Cha 1
Tremorsense- Automatically sense the location of anything on the ground within 100 squares.

A gelatinous slime can’t jump.
A gelatinous slime don’t sleep.
Only  fire and acid inflicts real damage to this creature. Damage from all  other sources is considered nonlethal. A gelatinous slime attacks by  slamming its body into its prey. It is capable of lashing out with a  pseudopod, but usually engulfs foes.
• Acid (Ex): A gelatinous  slime’s acid does not harm metal or stone. A target hit by a gelatinous  slime’s melee or engulf attack must succeed on a DC 20 Fortitude save or  take 1d6 acid damage.
• Engulf (Ex): Although it moves slowly, a  gelatinous slime can simply mow down smaller creatures as a standard  action. It cannot make a slam attack during a round in which it engulfs.  The gelatinous slime merely has to move over the opponents, affecting  as many as it can cover. Opponents can make opportunity attacks against  the gelatinous slime, but if they do so they are not entitled to a  saving throw. Those who do not attempt attacks of opportunity must  succeed on a DC 18 Reflex save or be engulfed; on a success, they are  pushed back or aside (opponent’s choice) as the gelatinous slime moves  forward. Engulfed creatures are subject to the slime’s paralysis and  acid, and are considered to be grappled and trapped within its body.
•  Paralysis (Ex): A gelatinous slime secretes an anesthetizing liquid. A  target hit by a gelatinous slime’s melee or engulf attack must succeed  on a DC 20 Fortitude save or be paralyzed for 3d6 rounds. The gelatinous  slime can automatically engulf a paralyzed opponent.
• Transparent  (Ex): Gelatinous slimes are hard to see, even under ideal conditions,  and it takes a DC 15 Perception check to notice one. Creatures who fail  to notice a gelatinous and walk into it are automatically engulfed.
•  Mitosis (Ex): Adult gelatinous slimes reproduce every year, literally  dividing into eight or ten identical tiny creatures, who will seek a  civilized community of reception for the first three years of their  life. When struck with any sort of slashing weapon, however, the  cell-division process is accelerated to an incredible rate. Whenever a  gelatinous slime sustains one-half of its original hit points in  nonlethal damage from slashing weapons (whether it has healed this  damage or not), it subdivides immediately, creating an exact duplicate  that will be combat-ready in 1d4+1 rounds. The original gelatinous slime  is stunned for one round by this sub-division, but is otherwise  unaffected.
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