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.