Given how old this is, I don't think spoiler warnings are required, but anyone about to participate in Dawn of Defiance 07 - A Reckoning of Wraiths should avoid the following (corrected) stat block:
Coruscani Ogre CL5 Large Beast 5 Init +2; Senses: Darkvision, Scent; Perception +3 ------------------------------------------------------------------------------------------------------------ Defences Ref 13 (Natural armour +4, Flat-footed 13), Fort 12, Will 11 HP 32; Threshold 17 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Slam +7* (1d6+12) or Melee Large club +7* (1d8+12) Fighting Space 2x2; Reach 1 square Base Atk +3; Grp +15 Atk Options Pin, Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 24, Dex 10, Con 15, Int 3, Wis 12, Cha 4 Special Qualities: Darkvision, Scent Feats: Pin, Power Attack Skills: Stealth +2 Possessions: Large club, Ragged and stained clothing *Includes 3 points of Power Attack ------------------------------------------------------------------------------------------------------------ Scent: Coruscani Ogres 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).
We've got lots of official stats for rancor beasts and their myriad subspecies, including: - the standard Rancor on page 276 of the Core Rulebook - the Chrysalis Rancor on page 133 of the Jedi Academy Training Manual - the Bull Rancor on page 224 of the Force Unleashed Campaign Guide - the revised Rancor on page 122 of Threats of the Galaxy - the Tra'cor Rancor on page 123 of Threats of the Galaxy - the Tyrant Rancor on page 123 of Threats of the Galaxy
But that didn't stop the gaming community from coming up with their own variations on the theme:
Darth_Wrath wrote
ChrysalideRancorCL 17 Huge Sith Spawn Beast 18 Init +15 Senses low-light vision, Perception +7 --------------------------------------------- Defenses Ref 25 (FF 25), Fort 20, Will 9. HP 284; Threshold 25 DR 8 --------------------------------------------- Speed 10 squares Melee Bite: +27 (2d6 + 24) and Melee Claw (2): +27 (1d8 + 24) or Melee Slam: +27 (1d8 + 24) FightingSpace 3x3 Reach 2 squares BAB +13.; Grp +27 AttackOptions: Rend --------------------------------------------- Abilities Str 38, Dex 12, Con 30, Int 4, Wis 8, Cha 15 Feats Improved Damage Threshold, Skill Training Perception, Power Attack, Cleave, Crush, Pin Skills (-10 to stealth) Initiative: +15 Persuasion +11 Perception +12 Special Qualities: Rend-If a Chrysalide hits with both claw attacks, it latches onto the opponent's body and tears its flesh. This attack automatically hits and deals 2d6+24 damage. Terrifying Presence-The Chrysalide rancor has an extremely fierce, intimidating presence. It is capable of freezing opponents in fear. When the creature first attacks, it can make an Persuasion check as a free action once per encounter to attempt to awe its opponent. The DC for this check is 15 + the level of the opponent. If the check is successful, and beats the opponents Will Defense the opponent may take only a move action or an attack action on his next turn. If the opponents Will Defense is beaten by 10 or more, he cowers. (A cowering character loses his Dex bonus for his Reflex Defense and may not take an action on his next turn. Foes gain a +2 bonus to hit cowering opponents) The opponent continues to cower for 1d4 rounds. A chrysalide rancor may make only one Terrifying Presence attack check in a given encounter.
And, from the d20radio.com forums, member "Cyril" give us the:
Young RancorCL 5 Large beast 6 Init +3; Senses low-light vision, Perception +7 Defenses Ref 15 (flat-footed 15), Fort 13, Will 8 hp 52; Threshold 18 Speed 8 squares Melee 2 claws +8 (1d6+7) or Melee bite +8 (1d8+7) FightingSpace 2x2; Reach 2 squares BaseAtk +4; Grp +12 AtkOptions Crush, Pin Abilities Str 18, Dex 11, Con 16, Int 2, Wis 7, Cha 15 Feats Crush, Pin, Toughness Skills Perception +7
I couldn't find stats for a Kaadu anywhere on these forums or on the internet...and then checked my All-Purpose Sourcebook (see my sig) and saw that I had them there. I'm not sure where these came from, but I'm posting them here... Kaadu
Kaadu are reptavian mounts of the Gungans, used primarily for war. The bond between a Gungan and a Kaadu is nearly inseperable as the Kaadu becomes as much of a relative, friend, and pet as blood relatives of the Gungans. Kaadu CL 5; Large beast 6 Init +9; Senses Perception +5, Low-light vision ------------------------------------------------------------------ Defenses Ref 11 (flat-footed 10); Fort 18, Will 12. hp 76; Threshold 18 ----------------------------------------------------------------- Speed 6 squares Melee Bite +7 (1d8+6) BaseAtk +4; Grp +7. AtkOptions Powerful Charge --------------------------------------------------------------------- Abilities Str 17, Dex 13, Con 26, Int 2, Wis 14, Cha 8. Feats Powerful Charge, Skill Focus (Endurance), Skill Training (Initiative). Skills Endurance +21 -------------------------------------------------------------------------------- Aquatic - Can not drown in water, doesn't need to make Swim checks.
...from the RCR adventure "Art for Art's Sake". I know I usually go for a 25 point buy for the abilities, but this time, I thought I would leave the abilities alone. It ended up being an 18 point buy.
Pierceskimmer CL 6 Gargantuan Aquatic Beast 7 Init +12; Senses Perception +8; Low-light vision ------------------------------------------------------------- Defenses Ref 18 (flat-footed 18), Fort 22, Will 10 hp 123; Threshold 42 ------------------------------------------------------------- Speed Swim 10 squares Melee 2 gores +15* (3d6+18) Base Atk +5; Grp +35 Atk Options Power Attack ------------------------------------------------------------- Abilities Str 40, Dex 8, Con 35, Int 3, Wis 11, Cha 6 Special Qualities Spiked Scales Feats Power Attack, Skill Focus(Initiative), Skill Training(Initative) Skills Acrobatics +2, Climb +18, Deception +1, Endurance +15, Initiative +12, Jump +18, Perception +8, Persuasion +1, Stealth -13, Survival +3, Swim +18 ------------------------------------------------------------- Aquatic-Can't drown in water and doesn't need to make Swim checks. Has low-light vision. Spiked Scales-Any creature making a grapple attack against creature takes 1d6 damage each round it remains in contact. *Includes 0 points of Power Attack
This stat block for the Gorax, from the Ewoks film Caravan of Courage, is mostly the brain child of forums member Tasker, as relayed in a post by Boris The Bulletdodger in a dedicated thread, and modified slightly by yours truly:
GoraxCL 11
Huge Beast 12 Init +5; Senses low-light vision; Perception +9 Defenses Ref 20 (flat-footed 20), Fort 19, Will 11 hp 138; DR 2; Threshold 36 Speed 8 squares Melee Giant Axe +11 (1d10+20) Fighting Space 3x3; Reach 2 squares Base Atk +9; Grp +27 Atk Options Cleave, Crush, Pin, Power Attack Abilities STR 26 (+8), DEX 9 (-1), CON 23 (+6), INT 2 (-4), WIS 7 (-2), CHA 15(+2) Special Qualities Damage Reduction (thick hide) Feats Cleave, Crush, Pin, Power Attack, Toughness Skills Perception +9 Damage Reduction: The Gorax has a particularly thick hide covered with coarse fur which provides 2 points of damage reduction.
Unlike the previous Dawn of Defiance stat blocks, I am going to give a spoiler warning for this one as it is recent enough to be a potential issue. Anyone about to participate in Dawn of Defiance 09 - Sword of the Empire should avoid the following stat block:
Normal adult greethka grow to about 2 meters in width, a perfect size for oozing through the passages of Prakith. They vary in shape from a glistening, bulging sphere to a flat, slimy pancake, depending on what they're digesting. In any form, they can extrude one to three 3-square long pseudopods from any section of their body, with which they grab and pin their food source. Wild greethka prefer to live in large placid ponds fed by underground waters, but sometimes they live in fast-moving rivers through which they swim, as fast as a fish, in a wormlike form. They are greenish-brown in color and slightly translucent; large globules (often remains of recent repasts) float at random within their bodies. This particular greethka is an abberation caused by an unregulated diet.
Giant Greethka CL16 Huge aquatic subterranean beast 16 Init +13; Senses: Heat Sense, Tremorsense; Perception +15 ------------------------------------------------------------------------------------------------------------ Defences Ref 8 (Flat-footed 8), Fort 19, Will 12 HP 216; Threshold 29 Immune Mind-affecting, Stunning effects ------------------------------------------------------------------------------------------------------------ Speed 6 squares (slithering), 12 squares (swimming) Melee 3 Slimy psuedopod slams +23 each (1d8+19) or Melee Slime burst +12 (1d8+8) Fighting Space 3x3; Reach 3 squares Base Atk +12; Grp +33 Atk Options Bantha Rush, Crush, Envelop, Pin, Trip ------------------------------------------------------------------------------------------------------------ Abilities Str 32, Dex 10, Con 28, Int --, Wis 15, Cha 8 Special Qualities: Envelop, Heat Sense, Tremorsense Feats: Bantha Rush, Crush, Pin, Skill Training (Initiative, Stealth), Trip Skills: Initiative +13, Perception +15, Stealth +3 ------------------------------------------------------------------------------------------------------------ Envelop: A giant greethka can envelop Large or smaller creatures with its body, automatically crushing them for 2d8+30 points of damage. A creature that was pinned and crushed in the prior round and does not escape the grapple by the next round is automatically enveloped, cannot attempt to break the grapple, and cannot escape on its own in subsequent rounds. A giant greethka can envelop one Large creature, two Medium creatures, or four Small or smaller creatures at one time. Enveloped creatures need not fear acid damage, since the giant greethka begins digesting its prey only after it is safe from other attacks and the prey ceases breathing and struggling. Heat Sense: A giant greethka can sense heat through sensors just under the surface of its outer membrane. These sensors are scattered around its entire body. The sensors allow the giant greethka to detect heat signatures from anything within 15 squares using a normal Perception check. Tremorsense: A giant greethka does not see and hear in the regular sense. Instead, it automatically senses the location of anything that is in contact with the ground and within 100 squares (no Perception check required). The creature is not affected by darkness, but it is highly sensitive to energy (sonic) effects. A simple claxon or alarm can keep a giant greethka at bay for 1d6 rounds until it gets its bearings, and sonic-based weapons (including vibroblades and the like) deal double damage.
Unlike the previous Dawn of Defiance stat blocks, I am going to give a spoiler warning for this one as it is recent enough to be a potential issue. Anyone about to participate in Dawn of Defiance 09 - Sword of the Empire should avoid the following stat block: A relative of the fear mosses living on more verdant planets, the grey fear moss has adapted well to Prakith's subterranean environment. Prey underground is scarce, and these mosses have developed the ability to descend into a Force trance, similar to the Morichro technique practiced by some Jedi, to slow their metabolism during long periods of fasting. Fear moss feeds off its prey's bodily juices, being particularly fond of adrenaline and other fear-induced chemicals. Once captured in the tentacles of the moss, the prey is exposed to a mind-altering toxin that induces an extreme state of fear. The specimen in this cavern is much larger than most as a result of its exposure to a significant concentration of Dark-side energy. Grey Fear Moss CL18 Colossal beast 18 Force 8; Dark-side 8 Init +17; Senses: Force Sight; Perception +17 ------------------------------------------------------------------------------------------------------------ Defences Ref 3 (Flat-footed 0), Fort 25, Will 13 HP 351; Threshold 75 ------------------------------------------------------------------------------------------------------------ Speed 2 squares Melee 5 tentacle slams +23 each (3d6+19) Fighting Space 9x9; Reach 4 squares (outer four tentacles), 5 squares (central tentacle) Base Atk +13; Grp +43 Atk Options Fear Toxin, Pin Force Powers Known (Use the Force +22): Force Stun,Mind Trick (3) ------------------------------------------------------------------------------------------------------------ Abilities Str 30, Dex 16, Con 40, Int 5, Wis 16, Cha 17 Special Qualities: Camouflage, Fear Toxin, Force Sight, Tentacle Grab Feats: Force Sensitivity, Force Training, Pin, Skill Focus (Use the Force), Skill Training (Initiative, Perception, Stealth) Skills: Initiative +17, Perception +17, Stealth +17, Use the Force +22 ------------------------------------------------------------------------------------------------------------ Camouflage: A grey fear moss ignores its size modifier when making Stealth checks. Fear Toxin: This is a contact poison emitted through the surface of the grey fear moss onto the bare skin of its prey. Make an attack roll (1d20 + 10) against the target's Will Defense. If the attack succeeds, a state of paralyzing fear is induced in the target, and it becomes unable to take any actions until cured with a successful DC 15 Treat Injury check. Force Sight: Although blind, grey fear moss can "see" by using the Force. They act normally without taking any penalty for blindness when in the presence of living creatures or life of any kind. This trait enables them to make Perception checks as sighted creatures. They can ignore the effects of darkness as if they had darkvision. Grey fear moss cannot detect creatures that are "invisible" to the Force such as Yuuzhan Vong and ysalamiri. These creatures have total concealment from the grey fear moss, as do creatures in areas that dampen or suppress the Force. Additionally, the grey fear moss ignores all penalties to Perception checks from cover and concealment (but not total cover or total concealment). Grey fear moss does not increase the DC of Use the Force checks made to Sense Surroundings against targets with total cover. Tentacle Grab: If a grey fear moss successfully grapples a Huge or smaller target with one of its tentacles, it can make an opposed grapple check each round to move the grappled creature 1 square closer, until it presses the creature into its rough surface. Creatures pinned in this position take 2d6 points of damage per round they remain there. If the target creature has any exposed skin, it also suffers the effects of fear toxin. The target creature can make an opposed Strength check, rather than a grapple check, to try to escape.
The Rebellion Era Campaign Guide has stats for a mutated dianoga, but that's as close as we get to official stats for the baseline specimen.
Here is Darth_Scorpion's Saga Edition conversion of the old RCR stats for a dianoga:
Dianoga CL3 Large aquatic beast 4 Init +8; Senses: Low-light Vision; Perception +1 ------------------------------------------------------------------------------------------------------------ Defences Ref 14 (Natural Armour +4, Flat-footed 13), Fort 13, Will 9 HP 36; Threshold 18 ------------------------------------------------------------------------------------------------------------ Speed 4 squares, 6 squares (swim) Melee 7 tentacles +6 each (1d6+5) and Melee Bite +6 (1d8+5) Fighting Space 2x2; Reach 2 squares Base Atk +3; Grp +11 Atk Options: Crush, Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 17, Dex 13, Con 17, Int 2, Wis 8, Cha 6 Special Qualities: Constrict, Low-light Vision Feats: Crush, Pin, Skill Training (Initiative) Skills: Initiative +8, Stealth +3 ------------------------------------------------------------------------------------------------------------ Constrict: A dianoga that succeeds in grappling an opponent can use Crush and Pin feats as normal. When crushing, however, a dianoga deals 1d6+5 points of damage. Skill Training (Initiative): Dianoga have Skill Training (Initiative) as a bonus feat.
Also, here are some higher CL stat blocks for the Dianoga that predated Darth_Scorpion's. The identity of the creator of these stat blocks is lost to the mists of time:
Dianoga CL 9 Huge Beast 10 Init +7; Senses dark-vision, low-light vision; Perception +5 --- Defenses Ref 14 (flat-footed 14), Fort 20, Will 10. hp 143; Threshold 35 --- Speed 4 squares Melee Bite +15 (2d6+13) and Melee Slam +15 (1d8+13) Fightingspace 4x4; Reach 2 squares BaseAtk +7; Grp +15 AtkOptions Pin, Trip --- Abilities Str 26, Dex 14, Con 31, Int 1, Wis 11, Cha 10. SpecialQualities aquatic, camouflage, subterranean Feats Improved Damage Threshold, Pin, Trip Skills Stealth +2 --- Aquatic-Can not drown in water and does not need to make Swim check; Low-light vision. Camouflage-A Dianoga that has not eaten in the past 24 hours gains a +10 to all Stealth checks. Subterranean-May reroll Perception checks but must keep the second roll, even if it is worse; Dark vision.
Greater Dianoga CL 11 Gargantuan Beast 12 Init +8; Senses dark-vision, low-light vision; Perception +6 -------------------------------------------------------------------------------- Defenses Ref 18 (flat-footed 16), Fort 24, Will 20. hp 220; Threshold 49 -------------------------------------------------------------------------------- Speed 4 squares Melee Bite +21 (2d6+18) and Melee Slam +21 (1d8+18) Fightingspace 6x6; Reach 4 squares BaseAtk +9; Grp +21 AtkOptions Pin, Trip ------------------------------------------------------------------------------- Abilities Str 34, Dex 15, Con 39, Int 1, Wis 11, Cha 10. SpecialQualities aquatic, camouflage, subterranean Feats Improved Damage Threshold, Pin, Skill Focus (Stealth), Trip Skills Stealth +2 -------------------------------------------------------------------------------- Aquatic-Can not drown in water and does not need to make Swim check; Low-light vision. Camouflage-A Dianoga that has not eaten in the past 24 hours gains a +10 to all Stealth checks. Subterranean-May reroll Perception checks but must keep the second roll, even if it is worse; Dark vision.
Darth_Scorpion, aside from being the person behind this thread, is also the forums go-to guy for Vong stuff. Here, his two claims to fame intersect:
Here's something to use on your players if they start to become complacent about battling Yuuzhan Vong Warriors (remember, just because the warrior falls doesn't mean the amphistaff does as well).
Amphistaff CL2 Medium Beast 3 Init +3; Senses: Darkvision, Perception +7 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural Armour +3, Flat-footed 13), Fort 15, Will 11 HP 30; DR 5*; Threshold 17 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee Bite +6 (1d6+5; if the attack roll also exceeds the targets Fortitude Defence, the target moves -1 persistent steps down the condition track) Fighting Space 1 square; Reach 1 square Base Atk +2; Grp +6 Atk Options: Crush, Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 18, Dex 15, Con 20, Int 2, Wis 13, Cha 8 Special Qualities: Constrict, Darkvision, Force Immunity Feats: Crush, Pin, Skill Training (Survival) Skills: Perception +7, Survival +7 ------------------------------------------------------------------------------------------------------------ Constrict: An amphistaff that succeeds in grappling an opponent can use Crush and Pin feats as normal. When crushing, however, an amphistaff deals damage through its Bite attack. Force Immunity: Amphistaves are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Pin: Amphistaves receive Pin as a bonus feat. *Lightsabres do not ignore the DR of the amphistaff.
The reason I haven't given them any Shaped traits is that all of their abilities were naturally developed - shapers only made these fierce creatures more tractable to allow their use as weapons. Now for the source of all amphistaves:
Amphistaff Polyp CL11 Large Beast 12 Init +5; Senses: Darkvision, Perception +12 ------------------------------------------------------------------------------------------------------------ Defences Ref 19 (Natural Armour +10, Flat-footed 19), Fort 18, Will 12 HP 138; DR 5*; Threshold 28 ------------------------------------------------------------------------------------------------------------ Speed 0 squares Melee 2-5 Juvenile Amphistaves +15 each (1d4+12; if the attack roll also exceeds the targets Fortitude Defence, the target moves -1 persistent steps down the condition track) Fighting Space 2x2; Reach 2 squares Base Atk +9; Grp +20 Atk Options: Cleave, Great Cleave, Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 22, Dex 8, Con 24, Int 2, Wis 13, Cha 8 Special Qualities: Critical Immunity, Darkvision, Force Immunity Feats: Cleave, Great Cleave, Improved Damage Threshold, Improved Defences, Power Attack Skills: Perception +12, Stealth +0 ------------------------------------------------------------------------------------------------------------ Critical Immunity: Amphistaff Polyps are immune to the effects of critical hits and any special abilities associated with them due to their unique physiology. Force Immunity: Amphistaff Polyps are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). *Lightsabres do not ignore the DR of the amphistaff polyp.