Defenses Ref 16 (flat-footed 14), Fort 12, Will 13 hp 5; Threshold 12 Immune mild, moderate, and severe radiation Speed 4 squares Melee bite -2 (1d3-2) Base Atk +0; Grp -8 Atk Options gnaw Special Actions squeeze Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8 Feats Improved Defenses Skills Perception +7, Stealth +12 (size) Gnaw -- Gizka ignore the DR of unattended, immobile items when making a bite attack. Squeeze -- A gizka can move through spaces as if it were Diminutive size
Gizka Pack
CL 3
Small beast pack 1 Init +2; Senses Perception +7 Defenses Ref 15 (flat-footed 13), Fort 12, Will 13 hp 10; Threshold 12 Immune mild, moderate, and severe radiation Speed 4 squares Melee bite -2 (1d4-2) Base Atk +0; Grp -3 Atk Options gnaw Special Actions squeeze Abilities Str 6, Dex 14, Con 13, Int 2, Wis 14, Cha 8 Special Qualities pack traits Feats Improved Defenses Skills Perception +7, Stealth +7 (size) Gnaw -- Gizka packs ignore the DR of unattended, immobile items when making a bite attack. Pack Traits -- The melee attack of a pack is an area attack that affects all squares within reach. The ranged attacks of a pack are considered to have a 1-square splash. Area attacks deal an extra 2 dice of damage against a pack. Squeeze -- A gizka pack can move through spaces as if it were Tiny size.
Gizka are reptilian creatures found throughout the galaxy. They are so widespread, in fact, that it's rare to find a planet that doesn't have at least one colony of the creatures. Small, weak, and almost comically innocent looking, gizkas' most notable ability is that of fecundity. They breed at alarming rates and can easily overwhelm an area's natural ecosystem or a ship's food stores in a matter of weeks or months.
While they prefer grains and leaves, gizka can eat nearly anything, including wiring, insulation, and other components commonly found on starships -- another reason why they are so despised. Gizka are immune to radiation, and beyond opening a starship up to open vacuum, an infestation can be dealt with only by poison. The creatures can squeeze into impossibly small openings, allowing them to create warrens inside bulkheads or access tunnels. Gizka meat is nutritious and has a "universal flavor," meaning that almost any creature can stomach it. However, every attempt at domesticating the beast has lead to disaster, since they always find ways to escape or chew on vital electronic parts while looking for food.
Gizka Encounters
Gizka can be found almost anywhere, and usually are. They are almost completely harmless in combat but incredibly destructive to ships, food stocks, and property. Most encounters with gizka involve the wholesale eradication of a colony or discovering the source of mysterious power outages or missing food. Gizka work well as distractions, causing the heroes consternation when they discover that their transportation is out of commission or that their trail rations have been eaten while they're out in some forsaken wilderness.
Grunj has given us one of Ryloth's more terrifying creatures in the Doashim:
Doashim CL13 Medium Subterranean Beast 14 Init +10; Senses: Darkvision, Perception +15 (may reroll, must take second) ------------------------------------------------------------------------------------------------------------ Defences Ref 17 (Natural Armour +5, Flat-footed 15), Fort 13, Will 13 HP 105; Threshold 18 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Bite +14 (1d6+11) and Melee 2 Claws +14 each (1d4+11) Fighting Space 1 square; Reach 1 square Base Atk +10; Grp +14 Atk Options: Powerful Charge Special Actions: Terrifying Presence ------------------------------------------------------------------------------------------------------------ Abilities Str 18, Dex 15, Con 16, Int 2, Wis 16, Cha 7 Special Qualities: Terrifying Presence Feats: Improved Damage Threshold, Powerful Charge, Skill Training (Persuasion, Stealth, Survival) Skills: Perception +15 (may reroll, must take second), Persuasion +10 (may reroll to intimidate, must take second), Stealth +14, Survival +15 ------------------------------------------------------------------------------------------------------------ Terrifying Presence: Doashim are able to utterly terrify to their opponents. Doashim may reroll Persuasion checks to intimidate, but must keep the second result even if it is worse.
Forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the Akk Dog (long before page 57 of the Clone Wars Campaign Guide rendered them as Followers):
Akk Dog
The Akk Dogs of Haruun Kal are a powerful breed of beasts, with hides that are near lightsaber resistant and big strong bodies, the Akk Dogs are the familiars of the Korunnai warriors, Force-Bonded to a specific Korun, they act intuitively as if they were one and the same. The stats below represent an undomesticated Akk Dog lurking in the brush of Haruun Kal. Akk Dog CL 8 Large beast 9 Init +8; Senses Perception +6
Defenses Ref 20 (flat-footed 17), Fort 16, Will 12. hp 85; Threshold 21
Speed 6 squares Melee Bite +11 (1d8+5) and Melee Gore +11 (1d8+5) and Melee Claw +11 (1d6+5) and Melee Slam +11 (1d6+5) or Melee Gore +13 (1d8+8) with Powerful Charge Fighting space 2x2; Reach 1 square Base Atk +6; Grp +11 Atk Options Powerful Charge Force Powers Known (Use the Force +5); Battle Strike, Dark Rage (x2)
Abilities Str 23 Dex 16 Con 22 Int 2 Wis 14 Cha 13 Special Qualities damage reduction 5 Feats Bantha Rush, Force Sensitivity, Force Training, Powerful Charge Skills Survival +11
Damage Reduction 5-An Akk Dog has a natural damage reduction of 5, which lightsabers do not ignore.
Akk Wolves are the bigger and more fiercer predators on Haruun Kal, unlike their cousins, Akk Wolves make Akk Dogs appear to be tame and domicile. They are stronger and more intune with the Force than their cousins. Even a trained Jedi Knight would have great difficulty defeating an Akk Wolf. Akk Wolf CL 11 Huge beast 12 Init +7; Senses Perception +8
Defenses Ref 20 (flat-footed 19), Fort 20, Will 12 hp 165; Threshold 30
Speed 6 squares Melee Bite +19 (2d6+10) and Melee Gore +19 (2d6+10) and Melee Claw +19 (1d8+10) and Melee Slam +19 (1d8+10) or Melee Gore +21 (2d6+14) with Powerful Charge Fighting space 3x3; Reach 1 square Base Atk +9; Grp +19 Atk Options Powerful Charge Force Powers Known (Use the Force +12); Battle Strike, Dark Rage (x2)
Abilities Str 31 Dex 12 Con 30 Int 2 Wis 14 Cha 13 Special Qualities damage reduction 5 Feats Bantha Rush, Force Sensitivity, Force Training, Powerful Charge, Skill Training (Use the Force) Skills Survival +13
Damage Reduction 5- An Akk Wolf has a natural damage reduction against all attacks, this DR is not ignored by lightsabers.
Forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the Lylek, for which he credits one "Johnathan "RoyalBlueEyes" Pierson":
Source acknowledgement Gary M. Sarli's Unofficially Official Conversion Document, Star Wars Saga Edition, Ultimate Adversaries.
Lylek CL14
Huge Beast 13 Init +8; Senses Perception +7
Defenses Ref 27 (flat-footed 24), Fort 23, Will 13. hp 128; Threshold 38 Immune mild, moderate, and severe radiation
Speed 14 squares Melee Bite +21* (2d6+21) Melee Slam +21* (1d8+21) Melee Sting +21* (1d8+21) Fighting space 3x3; Reach 2 squares Base Atk +10 Grp +26 Atk Options Power Attack
Abilities Str 42, Dex 16, Con 34, Int 2, Wis 15, Cha 12. Feats Improved Damage Threshold, Improved Defenses, Power Attack, Skill Training (Initiative, Survival). Skills Initiative +8, Climb +21, Survival +7.
*Includes 5 points in Power Attack Desert - May reroll Survival checks and keep the better result
the_gneech gives us his version of the Knobby White Spider (official stats can be found in TotG, pg. 112):
Knobby White Spider (CL 11) Huge Beast 12 Init +8; Senses Low-light Vision, Tremorsense; Perception +13 ---------------------------------- Defenses Ref 20 (Natural armour +8, Flat-footed 18), Fort 15, Will 12 hp 117; Threshold 25 ---------------------------------- Speed 8 squares, climb 5 squares Melee 2 claws +18 (1d8 + 15) or Melee 2 claws +13/+13 (1d8 + 15) with Double attack or Melee 2 claws +13 (1d8 + 20) with Power attack or Melee 2 claws +8/+8 (1d8 + 20) with Double attack and Power attack or Melee stinger +18 (1d8 +15 plus poison) Fighting Space 3x3; Reach 2 squares Base Atk +9; Grp +28 Atk Options: Double Attack, Power Attack ---------------------------------- Abilities Str 28, Dex 14, Con 20, Int 2, Wis 15, Cha 8 Feats Double Attack, Power Attack, Skill Training (Climb, Perception, Stealth) Skills Climb +20, Jump +14, Perception +13, Stealth -3 ---------------------------------- Arboreal: As a native to treetop environments, the Knobby White Spider gains Skill Training (Climb) as a bonus feat and may Take 10 on Climb checks even when distracted. Low-light Vision: The Knobby White Spider ignores concealment (but not total concealment) for darkness. Natural Armor: The Knobby White Spider's tough exoskeleton provides a +8 armor bonus to its Ref Defense. Stinger: The Knobby White Spider's sharp stinger has a powerful venom which sedates its prey (treat as knockout drops, p. 255). Tremorsense: The Knobby White Spider automatically senses the location of anything moving that is in contact with the ground and within 10 squares.
the_gneech also gave us a Siravanian Knobby Spider as a lower level version of the Knobby White Spider:
Siravanian White Spider (CL 4) Huge Beast 5 Init +9; Senses Low-light Vision, Tremorsense; Perception +8 ---------------------------------- Defenses Ref 16 (Natural armour +4, Flat-footed 14), Fort 16, Will 11 hp 47; Threshold 26 ---------------------------------- Speed 6 squares, 4 squares (Climb) Melee 2 claws +11 (1d8 + 10) or Melee stinger +11 (1d8 +10 plus poison) Fighting Space 3x3; Reach 2 squares Base Atk +3; Grp +21 ---------------------------------- Abilities Str 26, Dex 14, Con 20, Int 2, Wis 13, Cha 8 Feats Skill Training (Initiative, Perception) Skills Climb +15 (may take 10), Initiative +9, Perception +8, Stealth -6 ---------------------------------- Low-light Vision: The Siravanian Knobby Spider ignores concealment (but not total concealment) for darkness. Natural Armor: The Siravanian Knobby Spider's tough exoskeleton provides a +4 armor bonus to its Ref Defense. Natural Climber: The Siravanian Knobby Spider may Take 10 on climb checks, even when distracted. Stinger: The Siravanian Knobby Spider's sharp stinger has a powerful venom which sedates its prey (treat as knockout drops, p. 255). Tremorsense: The Siravanian Knobby Spider automatically senses the location of anything moving that is in contact with the ground and within 10 squares.
Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 02 - A Wretched Hive should avoid the following stat block:
The Neimoidian kreehawk is a large avian creature with razor-sharp talons that is native to the forests of Cato Neimoidia. Each of these birds has the potential to reach great speeds and is extremely nimble. Neimoidian kreehawks have black feathers and large, reflective eyes that allow them to see even in near darkness.
Neimoidian Kreehawk CL3 Small Airborne Beast 4 Init +6; Senses: Low-light Vision; Perception +3 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Flat-footed 11), Fort 11, Will 11; Dodge, Mobility HP 22; Threshold 11 ------------------------------------------------------------------------------------------------------------ Speed 8 squares (Fly) Melee Talons +5 (1d4+4) Fighting Space 1 square; Reach 1 square Base Atk +3; Grp +2 Atk Options: Running Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 14, Dex 19, Con 12, Int 2, Wis 12, Cha 11 Special Qualities: Airborne Traits, Low-light Vision, Swoop Feats: Dodge, Mobility, Running Attack Skills: Acrobatics +11, Initiative +6 (may reroll, must keep second) ------------------------------------------------------------------------------------------------------------ Dodge: Kreehawks receive Dodge as a Bonus Feat. Swoop: Whenever a Kreehawk moves in the same round that it attacks, it gains a +2d4 bonus to damage.
Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 03 - Queen of Air and Darkness should avoid the following stat block:
A highly adaptive breed of mynock found on Bespin and other worlds where Tibanna gas is mined, Tibanna mynocks have evolved the ability to breathe even in air highly concentrated with toxic fumes. On Bespin, Tibanna mynocks often latch on to mining vessels or large containers carrying Tibanna gas.
Tibanna Mynock CL1 Small Airborne Beast 2 Init +8; Senses: Low-light Vision; Perception +2 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural armour +2, Flat-footed 13), Fort 10, Will 11 HP 9; Threshold 10 ------------------------------------------------------------------------------------------------------------ Speed 8 squares (Fly) Melee Bite +0 (1d4) Fighting Space 1 square; Reach 1 square Base Atk +1; Grp -2 ------------------------------------------------------------------------------------------------------------ Abilities Str 8, Dex 14, Con 10, Int 2, Wis 13, Cha 8 Special Qualities: Airborne Traits, Low-light Vision, Tibanna Pouch Feats: Skill Training (Initiative) Skills: Acrobatics +8, Initiative +8 (may reroll, must keep second) ------------------------------------------------------------------------------------------------------------ Tibanna Pouch: Tibanna Mynocks have dozens of small, leathery pouches all over their bodies that capture and hold pockets of Tibanna gas. When a Tibanna Mynock is killed, its Tibanna pouches rupture, filling a 2×2 square area with Tibanna gas. Whenever a creature enters this area, the gas makes an attack roll (1d20+10) against the creature's Fortitude Defence. If the attack succeeds, the target takes 2d6 points of damage (other Tibanna Mynocks are immune to this effect). Additionally, a Tibanna gas cloud can be dissipated by firing a blaster bolt into it (Reflex Defence 10 for one of the squares occupied by the gas). Doing so causes the cloud to burn up rapidly, dealing 4d6 points of energy damage to any creature in or adjacent to the gas.
Note: The Reflex Defence for the Tibanna Mynock was calculated incorrectly in the adventure module. I've corrected it in this version to get it as close as possible to that value though using RAW.