Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:
The Dark Lizard is a species of reptilian hssiss drenched in the dark side to such to a degree that its eyes shine coral like those of a Dark Lord, and the ebony beast literally glows with darkness. Even its drool is black. Encased in its bony skull is a mouth filled with black stiletto teeth and a charcoal prehensile tongue (earning the beast its alternative sobriquet, "Dark Tongue"). Along the back of the creature's 3-meter-long body run two rows of sharp spikes, and its four appendages end in huge ivory claws.
Dark Lizard CL5 Large Aquatic Beast 6 Dark-side 12 Init +10; Senses: Low-light Vision; Perception +9 ------------------------------------------------------------------------------------------------------------ Defences Ref 16 (Natural armour +5, Flat-footed 15), Fort 15, Will 11 HP 54; Threshold 20 ------------------------------------------------------------------------------------------------------------ Speed 6 squares, 12 squares (Swim) Melee 2 Claws +8* each (1d6+11) and Melee Bite +8* (1d8+11) Ranged Prehensile Tongue +10 (Grapple +14) Fighting Space 2x2; Reach 1 square Base Atk +3; Grp +14 Atk Options Pin, Power Attack Special Actions Prehensile Tongue ------------------------------------------------------------------------------------------------------------ Abilities Str 22, Dex 14, Con 20, Int 2, Wis 12, Cha 12 Special Qualities: Aquatic Traits, Swim Feats: Pin, Power Attack, Skill Training (Initiative) Skills: Initiative +10, Perception +9 *Includes 2 points of Power Attack ------------------------------------------------------------------------------------------------------------ Prehensile Tongue: A target hit by a prehensile tongue attack is grabbed and must succeed on an opposed grapple check. If the target fails, it is pulled to the nearest open square adjacent to the dark lizard. The prehensile tongue has a reach of 2 squares.
Dark Lizard Alpha CL8 Large Aquatic Beast 9 Dark-side 14 Init +6; Senses: Low-light Vision; Perception +11 ------------------------------------------------------------------------------------------------------------ Defences Ref 20 (Natural armour +8, Flat-footed 18), Fort 22, Will 13 HP 95; Threshold 20 ------------------------------------------------------------------------------------------------------------ Speed 6 squares, 12 squares (Swim) Melee 2 Claws +14 each (1d6+12) and Melee Bite +14 (1d8+12) or Melee Bite +14* (1d8+20) with Powerful Charge Ranged Prehensile Tongue +14 (Grapple +19) Fighting Space 2x2; Reach 1 square Base Atk +6; Grp +19 Atk Options Lashing Tail, Pin, Power Attack, Powerful Charge Special Actions Prehensile Tongue ------------------------------------------------------------------------------------------------------------ Abilities Str 26, Dex 14, Con 22, Int 2, Wis 14, Cha 14 Special Qualities: Aquatic Traits, Swim Feats: Improved Defences, Pin, Power Attack, Powerful Charge Skills: Perception +11 *Includes 2 points of Power Attack ------------------------------------------------------------------------------------------------------------ Lashing Tail: Once per round, when an adjacent opponent makes a melee attack against the dark lizard alpha, the dark lizard alpha can make an immediate melee attack with its tail as a reaction. The attack is made with a +14 bonus, dealing 1d6+12 damage on a successful hit. Prehensile Tongue: A target hit by a prehensile tongue attack is grabbed and must succeed on an opposed grapple check. If the target fails, it is pulled to the nearest open square adjacent to the dark lizard alpha. The prehensile tongue has a reach of 2 squares.
Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:
A Force-sensitive creature of unknown origin, the t'salak is an oozing, black mound of evil. A specimen was first encountered in the jungles of Cularin and subsequently imprisoned inside a Force-imbued urn. The urn was buried inside a cave and guarded by a Tarasin village for generations, until recently stolen by the Dark Jedi Raik Muun. With the help of scientists, Raik discovered a way to divide the t'salak into independent entities of equal power. It is unknown how many more specimens remain in existence. The t'salak has no sensory organs but leaves no question as to its strength and cunning; it lashes out with sticky tendrils that have surprising accuracy and power. Filled with chaotic thoughts born of malignity, the t'salak can induce a blinding rage in its targets just by touching them, permeating their souls with darkness.
T'salak CL8 Medium Beast 8 Dark-side 14 Init +8; Senses: Darkvision; Perception +6 ------------------------------------------------------------------------------------------------------------ Defences Ref 14 (Flat-footed 10), Fort 12, Will 12 HP 50, regenerate; Threshold 12 Immune Disease, Mind-affecting, Poison, Radiation ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee Tendril +10 (1d8+4) or Melee Tendril +8 (2d8+4) with Rapid Strike Fighting Space 1 square; Reach 1 square Base Atk +6; Grp +10 Atk Options Rapid Strike ------------------------------------------------------------------------------------------------------------ Abilities Str 10, Dex 18, Con 14, Int 2, Wis 14, Cha 12 Special Qualities: Darkvision, Induce Raging Madness, Regenerate Feats: Force Sensitivity, Rapid Strike, Skill Training (Stealth), Weapon Finesse Skills: Climb +9 (may reroll, keeping better result), Stealth +13 ------------------------------------------------------------------------------------------------------------ Induce Raging Madness: Whenever this creature damages a target with a melee attack, it infuses the target with raging madness. At the beginning of the target's turn, the madness makes an attack against the Will Defense of the target at +11. If the attack succeeds, the target must include the nearest ally in an attack on this turn. If the attack against the target's Will Defense misses, the target may act normally. If the attack misses by 5 or more, the target shakes off the madness and is no longer subject to this effect. This is a mindaffecting effect. Regenerate: When a t'salak reaches 0 or fewer hit points, it does not die. It becomes an inert puddle for a number of rounds equal to half its maximum hit points (rounded down), after which the t'salak regenerates 1 hit point per round until fully healed. It cannot regenerate in a vacuum nor while contained inside a Force-blocking item.
Its spawn appear to be small pieces that have broken away from the main body. They are weaker and more easily destroyed, but they still impart some madness on their targets.
T'salak Spawn CL5 Small Beast 6 Dark-side 12 Init +6; Senses: Darkvision; Perception +4 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural armour +1, Flat-footed 12), Fort 12, Will 12 HP 33; Threshold 12 Immune Disease, Mind-affecting, Poison, Radiation ------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee Tendril +7 (1d4+3) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +2 Atk Options Running Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 10, Dex 16, Con 12, Int 1, Wis 12, Cha 10 Special Qualities: Darkvision, Spike of Anger Feats: Improved Defences, Skill Training (Jump), Weapon Finesse Skills: Jump +8, Stealth +16 ------------------------------------------------------------------------------------------------------------ Spike of Anger: Whenever this creature damages another living target, compare the results of the attack roll to the target's Will Defense. If the attack roll equals or exceeds the target's Will Defense, the target must make an immediate attack against the nearest ally, if possible. This is a mind-affecting effect.
Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:
The k'kayeh dragon is the greatest product of Darth Rivan's dark arts. A Force-sensitive abomination, this Sithspawn's sandy scales match the color of Almas' desert wasteland and are as tough as armor plating. The serpentine creature is also amphibious, as comfortable in open air as swimming in the planet's hidden underground lakes. The k'kayeh's maw is a steely-toothed deathtrap, and its claws are eviscerating razors. As if that weren't enough, instead of breathing fire, this dark side abomination can shoot Force lightning from each nostril of its monstrous snout.
K'kayeh Dreambeast CL8 Gargantuan Beast 9 Force 2; Dark-side 12 Init +7; Senses: Darkvision; Perception +10 ------------------------------------------------------------------------------------------------------------ Defences Ref 12 (Natural armour +9, Flat-footed 12), Fort 22, Will 11 HP 176; DR 25; Threshold 42 Immune Mind-affecting ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee 2 Claws +18 each (2d6+16) and Melee Bite +18 (3d6+16) or Melee Slam +18 (2d6+16) Fighting Space 4x4; Reach 3 squares Base Atk +6; Grp +33 Atk Options Pin Force Powers Known (Use the Force +10): Force Lightning (2) ------------------------------------------------------------------------------------------------------------ Abilities Str 34, Dex 6, Con 34, Int 4, Wis 12, Cha 13 Special Qualities: Darkvision, Sensor Immunity, Surface Camouflage Feats: Force Sensitivity, Force Training, Pin, Skill Training (Initiative, Perception) Skills: Initiative +7, Perception +10, Use the Force +10 ------------------------------------------------------------------------------------------------------------ Sensor Immunity: K'kayeh dragons cannot be detected by life-form scanning sensors. Surface Camouflage: K'kayeh dragons receive a +5 bonus on Stealth checks while in a desert environment.
Note: The Defence scores for the K'kayeh dreambeast were calculated incorrectly in the adventure module. I've corrected it in this version using RAW.
Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:
Living nightmares are manifestations of Force energy that appear in shifting, horrific forms. They usually take on the forms of monstrous beings from their targets' memories and attack the minds of their opponents.
Living Nightmare CL6 Medium Beast 7 Init +7; Senses: Darkvision; Perception +17 ------------------------------------------------------------------------------------------------------------ Defences Ref 14 (Flat-footed 10), Fort 13, Will 11 HP 53; Threshold 13 Immune Fear, Mind-affecting ------------------------------------------------------------------------------------------------------------ Speed 6 squares (Fly) Melee Slam +9 (2d6+2) Fighting Space 1 square; Reach 1 square Base Atk +5; Grp +9 Atk Options Attack the Mind ------------------------------------------------------------------------------------------------------------ Abilities Str 8, Dex 18, Con 16, Int 2, Wis 12, Cha 16 Special Qualities: Attack the Mind, Darkvision, Semi-corporeal Feats: Running Attack, Skill Focus (Perception), Weapon Finesse Skills: Perception +17 ------------------------------------------------------------------------------------------------------------ Attack the Mind: This creature's melee attacks target the opponent's Will Defense instead of its Reflex Defense, and the creature's damage (treated as energy damage) ignores SR and DR. The creature's attacks target the mind of the opponent, though the damage it causes can kill just as easily as physical damage. This creature's attacks are considered mind-affecting. Semi-corporeal: This creature is a manifestation of Force energy and is only partially vulnerable to normal attacks. It takes half damage from weapons other than energy weapons. If a weapon deals energy damage or another type of damage, the creature takes full damage from that weapon. If a weapon deals energy damage and another type of damage, the creature takes only half damage from that weapon.
Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 04 - Echoes of the Jedi should avoid the following stat block:
Perhaps it's the blood-red, blaster-resistant hide. Maybe it's the claws, which are nearly as long as the fangs protruding up to its eyes and down to its chin. Or maybe it's the fact that these creatures ambush their prey using the Force. Whatever it is, nighthunters give even Jedi pause. Xenobiologists believe that nighthunters are a mutant offshoot of another species, with Myrkr's vornskrs ranking high on the list due to their whiplike tails, Force-sensitivity, and variety of subspecies. Some contend that nighthunters inspired the hellhounds of Corellian myth. No one really knows.
Nighthunter CL5 Medium Beast 6 Init +4; Senses: Scent; Perception +11 ------------------------------------------------------------------------------------------------------------ Defences Ref 18 (Natural armour +6, Flat-footed 16), Fort 14, Will 13 HP 40; DR 20*; Threshold 14 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee 2 Claws +5** each (1d4+6) and Melee Bite +5** (1d6+6) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +6 Atk Options Pin, Power Attack Force Powers Known (Use the Force +8): Battlestrike (2), Surge (2) ------------------------------------------------------------------------------------------------------------ Abilities Str 15, Dex 14, Con 18, Int 2, Wis 17, Cha 10 Special Qualities: Energy Resistance (Fire and Blasters)*, Force Stealth, Keen Hearing, Scent Feats: Force Sensitivity, Force Training, Pin, Power Attack Skills: Perception +11, Use the Force +8 ------------------------------------------------------------------------------------------------------------ Energy Resistance*: Nighthunters are especially resistant to energy based attacks due to their armour plating. The Damage Reduction 20 of a nighthunter applies only to attacks made by fire- or blaster-based weaponry. Force Stealth: Nighthunters may use their Use the Force check modifier instead of their Stealth modifier when making Stealth checks. Keen Hearing: Due to their incredibly sharp hearing, nighthunters are considered trained in the Perception skill. Scent: Nighthunters ignore concealment and cover when making Perception checks to notice opponents within 8 squares. This can vary depending on wind conditions and the strength of the smell. They also gain a +10 bonus on their Survival checks made to track by scent. **Includes 1 point of Power Attack
Note: The Fortitude and Will defences of the nighthunter were calculated incorrectly in the adventure module, though they have been corrected here. In addition, the description of the Energy Resistance special quality was absent - I have tried to recreate it from what I remember of the creature from the RCR Power of the Jedi Sourcebook.
EDIT: Stats for the Nighthunter can also be found in the JATM, pg 139 - the Energy Resistance SQ there is noted as Resist Energy 10, Fire 10. This probably should be used in place of my supposition...
While official stats for mynocks appear on page 119 of Threats of the Galaxy (and, for the "comet mynock," page 219 of Scum and Villainy), forums member Hiromushi has a dedicated Star Wars Saga Edition web site in which he posted stat blocks for various creatures, including the mynock:
Mynock
Mynock's are silicon based lifeforms that exist in the deepest regions of space, as well as asteroids, and planets lacking a base of Helium in the atmosphere. Mynocks attach to starships, vehicles, and whatever else they can get to to absorb energy from. They are a hazard and are the cause of starship quarrantines if a ship is unable to shake the Mynocks off of its hull when entering orbit. Mynocks attack as a group of no less than ten.
Mynock CL1 Small Beast 2 Init +10 Senses Perception +2 Defenses Ref 16 (flat-footed 12), Fort 12, Will 11. hp 13; Threshold 12 Speed fly 6 squares Melee Bite +1 (1d4+2) Base Atk +1; Grp +1 Atk Options Dodge Abilities Str 11, Dex 18, Con 15, Int 1, Wis 12, Cha 10. Feats Dodge Skills Initiative +10 Vacuum - Does not suffer the effects of a vacuum; Darkvision
Jindy gave us this build for a Gorgodon too...maybe you can add it into post #22 for those looking for a different CL?
It may not look it, but it's actually the same stat block - I just reformatted it to how I usually write stat blocks on these forums. Looking at it though, I think there might be a couple of errors - a level 10 creature shouldn't have an untrained Initiative check modifier of +1 (with a Dexterity modifer of -1). Shouldn't it be +4?
Not a problem - part of the reason I reformat stat blocks is that I have a chance of noticing any mistakes that might be in them. Quite a few of the Dawn of Defiance creature stat blocks had mistakes in them that I wouldn't have noticed otherwise...
Speaking of which, Dawn of Defiance 09 - Sword of the Empire had stats for a Dinko pack that I have reverse engineered to give us their 'official stats' (that I've also corrected for errors):
Dinko CL2 Fine Beast 3 Init +10; Senses: Motion-sensitive Vision, Scent; Perception +7 ------------------------------------------------------------------------------------------------------------ Defences Ref 24 (Flat-footed 20), Fort 10, Will 11 HP 14; Threshold 10 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Bite +6 (1 plus poison) Fighting Space 1 square; Reach 1 square Base Atk +2; Grp -14 Atk Options Weapon Finesse ------------------------------------------------------------------------------------------------------------ Abilities Str 2, Dex 18, Con 10, Int 1, Wis 12, Cha 8 Special Qualities: Motion-sensitive Vision, Poison, Scent, Stench Feats: Skill Training (Initiative), Weapon Finesse Skills: Initiative +10, Perception +7, Stealth +25 ------------------------------------------------------------------------------------------------------------ Motion-sensitive Vision: The eyes of a dinko have evolved such that they see only movement. The creature takes a -5 penalty to attack rolls against motionless opponents. Although a dinko cannot see its opponent, its keen sense of smell alerts it to the presence of potential prey (see Scent, below). Poison: If the bite of a dinko deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+8) against the target's Fortitude Defense, the target moves -1 step on the condition track. A target moved to the end of the condition track by the poison is immobilized, but not unconscious. The poison attacks each round until cured with a successful DC 15 Treat Injury check. Scent: Dinkos 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). Stench: Dinkos exude a foul stench that nauseates most other creatures. If the stench succeeds on an attack roll (1d20+5) against the target's Fortitude Defense, the target becomes nauseated for 1 round. A nauseated target can make only a single move action that round. The stench attacks each round that the target remains within 2 squares of the dinko.
Jindy also gave us stats for the Dinko prior to the release of Sword of the Empire:
Dinko CL0 Fine Beast 1 Init +9; Senses: Perception +5 ------------------------------------------------------------------------------------------------------------ Defences Ref 30 (Flat-footed 21), Fort 9, Will 11 HP 2; Threshold 9 ------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee Bite +9 (1 plus poison) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -11 Atk Options Weapon Finesse ------------------------------------------------------------------------------------------------------------ Abilities Str 2, Dex 28, Con 6, Int 2, Wis 10, Cha 2 Special Qualities: Poison (d20 v. Fort Defence, -1 on CT), Stench (d20 v. Fort Defence or -2 on CT for 1 round) Feats: Improved Defences, Weapon Finesse Skills: Initiative +9, Perception +5, Stealth +29 ------------------------------------------------------------------------------------------------------------ Weapon Finesse: Dinkos have Weapon Finesse as a bonus feat. Poison: (d20 v. Fort Defence, -1 on CT) Stench: (d20 v. Fort Defence or -2 on CT for 1 round)