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4 years ago  ::  Nov 14, 2009 - 5:46PM #51
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,924
Forums member IndianaJones34 gives us the Morrt, the parasitic organism from Gamorr:


Morrt                                                             CL 1
Fine Beast 2
Init +4, Perception +2
------------------------------------------------------------------------------------------------------
Defenses Ref 24 (FF 21), Fort 11, Will 12
hp 15, Threshold 11
------------------------------------------------------------------------------------------------------
Speed 10 sq
Melee bite +1 (1+1)
Melee blood suck +1 (special)
Base Atk +1, Grp -9
------------------------------------------------------------------------------------------------------
Abilities Str 11, Dex 16, Con 10, Int 2, Wis 12, Cha 4
SQ Blood suck
Feats Improved defenses
Skills Stealth +28

Blood suck - As a full round action, a morrt can make an attack (1d20+5) against a character's Ref defense. Success and the morrt attaches itself to the target. It takes a DC 10 Str check, as a standard action, to remove the morrt. For each round the morrt stays attached, it inflicts 1d4 points of damage and heals half that amount (minimum 1), up to it's normal max hit points.


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4 years ago  ::  Nov 14, 2009 - 5:59PM #52
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,924
Here's something that Darth_Scorpion posted to the old Critters thread that I thought deserved being preserved in this thread, given that, assuming this thread serves its purpose as becoming the new repository for beast stat blocks, the Critters thread will eventually fall into the oblivion of archivehood.  I'm not sure where or whether this belongs in the master list, but I'll let our esteemed OP and Keeper of the Thread decide:

May 12, 2009 -- 1:21AM, Darth_Scorpion wrote:


In the RCR, creatures could have certain templates applied in order to produce a more fearsome/deadly opponent. A few templates would no longer be suitable under SE (Carnivorous springs readily to mind), but a few are useable once converted.

For a start, here is (possibly) the most frequently used template for creatures in the RCR...:

Armoured Template

Creating an Armoured Creature

The Armoured Template can be applied to any Non-airborne creature (Due to the extra weight involved, Airborne creatures do not evolve Armoured forms naturally).
Apply the following changes to the base creature:

Ability Scores: Increase the base creatures Constitution Score by 5. Armoured creatures are more resilient than their unarmoured progeny.

Attacks: Increase the damage dealt by the base creatures natural Melee weapons by +1 die. The extra weight behind the Armoured creatures blows causes far more damage than its unarmoured brethren can possibly manage.

Damage Reduction and Natural Armour: The base creature gains Damage Reduction and Natural Armour depending on its Size Category (see table below). This stacks with any DR and Natural Armour the creature may possess and allows an Armoured creature to exceed its Beast class level limit for Natural Armour.

Size Category / DR / Natural Armour
Fine / 1 / +1
Diminutive / 2 / +1
Tiny / 2 / +1
Small / 5 / +2
Medium / 5 / +2
Large / 10 / +5
Huge / 10 / +5
Gargantuan / 20 / +10
Colossal / 20 / +10
Colossal (Frigate) / 20 / +10
Colossal (Cruiser) / 20 / +10

Challenge Level: Increase the base creatures CL by +2.

An example of a creature possessing the Armoured Template

Armoured Ro hypa CL7

Small Armoured Desert Beast 6
Init +13; Senses: Low-light vision, Perception +4
-----------------------------------------------------------
Defences Ref 19 (Natural Armour +2, Flat-footed 14), Fort 12, Will 12
HP 54; DR 5;Threshold 12
-----------------------------------------------------------
Speed 10 squares
Melee Bite +4 (2d4+1 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +4
Atk Options: Poison
-----------------------------------------------------------
Abilities Str 6, Dex 20, Con 17, Int 1, Wis 12, Cha 10
Feats: Improved Defences, Skill Training (Initiative, Stealth)
Skills: Initiative +13, Perception +4, Stealth +13, Survival +9 (may reroll and keep second result in desert conditions)
-----------------------------------------------------------
Poison - If an Armoured Ro hypa deals damage to a living target, the target is poisoned. If the poison suceeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target moves -2 steps along the condition track. If the attack fails, the target moves -1 step along the condition track.
A target moved to the end of the condition track by Ro hypa poison is killed as their blood is vapourised (can be revived as per the Treat Injury skill, page 74 SECR).
Ro hypa poison attacks each hour until treated with a DC 25 Treat Injury check.

Just for extra information, here are the Size Category boundaries (I determined these by going through all the vessels thus far printed and checking how long they were and what their category was defined as): 

Darth_Scorpion wrote:

Snip...
From the books, the size caps seem to be (BTW: SECR page 274{?} is needed to complete the table):

Size Category / Minimum Length - Maximum Length

Colossal ... 50/60 m
Colossal (Frigate) 50/60 m - 550/600 m
Colossal (Cruiser) 550/600 m - 8'000 m
Colossal (Station) > 8'000 m - N/A

These aren't hard and fast rules as some ships break them (Hammerhead-class ships are 315 m long and are statted as Colossal (Cruiser), Recusant-class are 1'187 m long and statted as Colossal (Frigate) - though this is probably a typo), but they fit for the vast majority of vessels that I can get hard data for.

The crossover for the first two entries is due to there being some overlap: YZ-775 are 52 m long and are Colossal (Frigate) while the CR-20/Rogue Shadow are 60m and 65 m respectively and are statted as Colossal [Note: Maka-Eekai L4000 are approx. 60 m long and are Colossal). At these boundaries, intent of the vessel appears to come into play...

As for Colossal (Station) being greater than 8'000 m long, the reason for this is that Subjugator-class ships (read: The Malevolence) are > 7'892 m long and are statted as Colossal (Cruiser) sized vessels. If you wish to consider these as being Colossal (Station), I wouldn't argue and the boundary would drop to > 3'500 m as Inexpugnable-class ships are 3'100 m in diameter and are described as nearly being mobile space stations.

Go with whatever you feel comfortable with.



 


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4 years ago  ::  Nov 15, 2009 - 9:24AM #53
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595

Nov 14, 2009 -- 5:42PM, RobShanti wrote:

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:

Snip...


Those stats were alot fun to develop (though the concept was based on an idea one of my GM's came up with)...

I put the Armoured Template in with the Armoured Ro Hypa entry for simplicity.


Here is one of the three Yuuzhan Vong beasts I converted from the NJO SB that can't be found in the old Critters thread:

Ngdin CL0
Diminutive Shaped Beast 1
Init -3; Senses: Perception +4
------------------------------------------------------------------------------------------------------------
Defences Ref 13 (Natural Armour +1, Flat-footed 13), Fort 7, Will 9
HP 2; Threshold 7
------------------------------------------------------------------------------------------------------------
Speed 1 square
Melee Cilia -4 (1 plus special)
Fighting Space 1 square; Reach 0 squares
Base Atk +0; Grp -18
Atk Options: Stinging Cilia
------------------------------------------------------------------------------------------------------------
Abilities Str 2, Dex 4, Con 5, Int 1, Wis 8, Cha 2
Special Qualities: Force Immunity, Stinging Cilia
Feats: Skill Training (Perception)
Skills: Perception +4, Stealth +12, Survival +4
------------------------------------------------------------------------------------------------------------
Force Immunity: Ngdin are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill).
Stinging Cilia: If a ngdin deals damage to a living target with its cilia attack and succeeds on an attack roll (1d20+2) against the targets Fortitude Defence, the target takes 2d4 points of stun damage and moves -1 step along the condition track. If the attack fails, the target takes half damage and doesn't move along the condition track.
A target moved to the end of the condition track by a Ngdin is immobilised, but not unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR).
The 'poison' attacks every round in which the ngdin is in contact with its target.

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4 years ago  ::  Nov 15, 2009 - 9:27AM #54
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Here's the second:

DreadWeapon.jpg
Dread Weapon CL10
Colossal (Cruiser) Shaped Beast 10
Init +2; Senses: Darkvision, Perception +8
------------------------------------------------------------------------------------------------------------
Defences Ref 11 (Natural Armour +14, Flat-footed 11), Fort 26, Will 12
HP 165; DR 15; Threshold 226
Immunities Mild, Moderate and Severe Radiation
------------------------------------------------------------------------------------------------------------
Speed 12 squares, Fly 2 squares (Starship scale)
Melee Bite +15* (6d6+25) or
Melee Bite +15* (7d6+25) with Mighty Swing
Fighting Space 30x600 or 1x4 (Starship scale); Reach 4 squares, 1 square (Starship scale)
Base Atk +7; Grp +51
Atk Options: Inhalation, Mighty Swing
------------------------------------------------------------------------------------------------------------
Abilities Str 39, Dex 4, Con 34, Int 1, Wis 8, Cha 1
Special Qualities: Armoured Defences**, Darkvision, Force Immunity, Inhalation, Vacuum Survival
Feats: Improved Defences, Mighty Swing, Power Attack, Skill Training (Perception)
Skills: Perception +8, Stealth -18, Survival +8
------------------------------------------------------------------------------------------------------------
Armoured Defences**: See LECG, page 220 for a description of this ability.
Force Immunity: Dread Weapons are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill).
Inhalation: The dread weapon can expidite travel by the action of its lungs and the same process can also draw in unwilling passengers.
The inhalation effect covers a 30-square radius in front of the creature. Make an attack roll (1d20+7) against any unsecured targets Reflex Defence; success indicates that the target is able to grab hold of something solid enough to resist the inhalation, failure indicates the target moves 12 squares closer to the maw of the dread weapon. Secured targets must succeed at a Strength check (DC 10) on subsequent rounds to resist being dragged towards the dread weapon; failure indicates the target is dragged 12 squares towards the dread weapon's mouth. Inhaled targets cannot cut their way out as the dread weapons skin is dozens of metres thick.
The dread weapon can employ this ability for 20 rounds at a time, after which it must rest for a like number of rounds before it can employ the ability again.
Vacuum Survival: Dread Weapons possess a unique physiology that prevents them from taking damage when exposed to vacuum environments.
*Includes 6 points of Power Attack
**Special qualities granted by shaping
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4 years ago  ::  Nov 15, 2009 - 9:31AM #55
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
And finally, the third:

CaptureBeast.JPG

Capture Beast CL4
Colossal (Frigate) Shaped Beast 5
Init +2; Senses: Perception +2
------------------------------------------------------------------------------------------------------------
Defences Ref 5 (Natural Armour +5, Flat-footed 5), Fort 30, Will 10
HP 122; DR 15; Threshold 130
------------------------------------------------------------------------------------------------------------
Speed 5 squares
Melee 100 Sucker-tipped Legs +21 (Special)
Fighting Space 2x130; Reach 2 squares
Base Atk +3; Grp +46
Atk Options: Pin
------------------------------------------------------------------------------------------------------------
Abilities Str 47, Dex 10, Con 50, Int 2, Wis 20, Cha 2
Special Qualities: Enclose, Force Immunity, Leg Grab, Uncanny Dodge II
Feats: Pin, Skill Training (Survival)
Skills: Climb +25, Stealth -18, Survival +7
------------------------------------------------------------------------------------------------------------
Enclose: The capture beast is able to move its body segments in any direction it wishes to form any configuration of an unbroken line (including a circle if it joins its head to its tail). This alters the targets to which it is adjacent. Any being that it tries to climb over the capture beast is subject to 1d4+4 leg attacks per round (the capture beast is 2 squares tall).
Force Immunity: Capture Beasts are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill).
Leg Grab: If a capture beast hits with one of its sucker-tipped leg attacks a Huge or smaller, it can automatically make a Grapple check with its leg attack at its full bonus (even if it has already taken a Full-round action). If the Grapple check is successful, the capture beast can make an opposed Grapple check to keep the grappled being in the same relative position to the capture beast. The capture beast can also move, carrying any grappled beings along with it.
Uncanny Dodge II: This ability is the same as the Scout talent of the same name (SECR, pg 49), but does not require those prerequisites.
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4 years ago  ::  Nov 15, 2009 - 9:57AM #56
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Darth_Wrath gave us stats for the Canyon Krayt Dragon before they were officially statted in TotG, pg. 115:

Canyon Krayt Dragon

Krayt Dragon, Canyon CL17
Colossal desert beast 18
Init +7; Senses: Perception +13
------------------------------------------------------------------------------------------------------------
Defences Ref 13 (Natural Armour +15, Flat-footed 13), Fort 25, Will 9
HP 341; DR 15; Threshold 75
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Claw +20* each (3d6+27)
Melee Bite +20* (4d6+27)
Melee Tail Slam +20* (3d6+27)
Fighting Space 4x3; Reach 3 squares
Base Atk +13; Grp +50
Atk Options: Cleave, Power Attack, Trample
------------------------------------------------------------------------------------------------------------
Abilities Str 44, Dex 6, Con 40, Int 3, Wis 8, Cha 14
Special Qualities: Central Sinus Cavity, Desert traits, Krayt Pearls, Trample
Feats: Cleave, Power Attack, Skill Training (Endurance, Survival)
Skills: Endurance +29, Perception +13, Survival +13 (may reroll, keeping better result to resist extreme heat)
*Includes 10 points of Power Attack
------------------------------------------------------------------------------------------------------------
Central Sinus Cavity: The central sinus cavity of the canyon krayt dragon is virtually unprotected, making it the easiest way to kill the creature. By taking a -20 penalty on an attack roll, an opponent can target this weak spot and ignore the dragon's damage reduction. If the dragon takes any damage from such an attack that exceeds its Fortitude Defense, it is stunned for 1d6 rounds. Furthermore, a successful critical hit while attacking the central sinus cavity automatically kills the dragon.
Krayt Pearls: Ordinary stones polished to priceless perfection in the Krayt's gizzard. If the legends are true, a Krayt could have up to 1d4+2 pearls, each could fetch well over 100,000 credits.
Trample: As a full round action, the Krayt can run over a single opponent at least one size category smaller than itself (Atk +20*, 2d4+27 damage). The Krayt must move through the opponent's square and end its move in an unoccupied square. When adjacent to an opponent at the beginning of its action, a Krayt can begin a trampling attack and move normally. A trampled opponent can attempt a Fortitude Defense roll for half damage. The DC of the Fortitude Defense is 10 + the Krayt's level + the Krayt's strength modifier.



In addition, RobShanti kindly directed me to these stats:

Dec 13, 2009 -- 3:27PM, RobShanti wrote:

I felt that between the fan-built and official versions of the Krayt Dragon, there was too much of a gap in terms of CL, so here's a stat block for a CL 9 Krayt Dragon (this build is on the higher end of CL 9, somewhere between CL 9 and CL 10):

Krayt Dragon, Lesser                                 CL 9
Colossal Desert Beast 10
Init +4; Senses Lowlight Vision, Tremorsense, Perception +11
---------------------------------------------------------------------------------------------------------------
Defenses Reflex 9 (Flat-footed 9), Fort 25, Will 11
hp 195; DR 10; Threshold 75
---------------------------------------------------------------------------------------------------------------
Speed 10 squares
Melee Bite +23 (4d6+16) and 2 Claws +23 each (3d6+16) or
Melee Bite +25 (4d6+21) with Powerful Charge
Base Atk +7; Grp +23
Fighting Space 6x6; Reach 4 squares
Attack Options Devour, Powerful Charge, Triple Crit (Bite)
---------------------------------------------------------------------------------------------------------------
Abilities Str 43 (+16), Dex 8 (-1), Con 40 (+15), Int 1 (-5), Wis 14 (+1), Cha 6 (-2)
Special Qualities Lowlight Vision, Tremorsense
Feats Skill Training (Perception), Power Attack, Powerful Charge, Triple Crit (Bite)
Skills Climb +26, Perception +11
---------------------------------------------------------------------------------------------------------------
Tremorsense - A Krayt Dragon automatically senses the location of anything that is in contact with the ground and within 100 squares (no Perception check required).
Devour - If a Krayt Dragon hits with its bite attack against a Huge or smaller opponent, it can automatically make a grappl check with its bite attack at its full bonus (even if it has already taken a full-round action).  If the grapple check is successful, the dragon can begin devouring its target.  Any creature being devoured takes 1d8+22 points of damage each round it is in the Krayt Dragon's maw.  When the creature reaches 0 hps, it is swallowed by the Krayt Dragon and continues to take 1d6 hps of acid damage each round.

And here's a little sum'n-sum'n I added, inspired by the encounter set-ups in Galaxy at War and the modification suggestions in Scavenger's Guide to Droids:


If the heroes fail to elude or defeat the Krayt Dragon before it devours a creature of Large size or bigger, or devours two medium-sized creatures, the beast leaves the party, sated, by sinking into the sand and "swimming" beneath the surface by means of its powerful limbs.  The characters will be unable to affect it with melee or ranged weapons due to its total cover from the sand.  The path of its departure creates difficult terrain in a 6-square wide swath for a length of 10 squares, at which point it tunnels so deep beneath the sands that it no longer effects the topography of the area.


If the heroes defeat the Krayt Dragon before it devours a creature of Large size or bigger, or devours two medium-sized creatures, they receive experience for a CL 9 challenge.  If they cut open the belly of the beast, they find a single Dragon Pearl worth 100,000 credits.  Extracting the Dragon Pearl requires 1 hour of work and a DC 15 Survival check.  A character trained in Treat Injury may make a Treat Injury check at the same DC instead.  If the heroes skin the beast, its hide can be used to craft holsters, clothing or tent canopies.  Skinning the creature requires 4 hours of work and a DC 15 Survival check.  For every 5 points by which the check exceeds the DC, an additional 1 item may be crafted from the creature's hide.  Crafting a tiny item from the hide requires another 2 hours of work and a DC 10 Survival check.  The DC for this check increases by 5 for each size above Tiny the crafter seeks to create.



Jindy also gave us stats for the Greater Krayt Dragon and its Sithspawned variety:

Aug 20, 2007 -- 7:04PM, Jindy wrote:

Converting the Great Krayt Dragon from the Ultimate Adversaries:

Greater Krayt Dragon CL 14
Colossal beast 12
Init +3; Senses Perception +5 (automatically senses anything on the ground w/in 100 meters)
—————————————————————————————————————————
Defenses Ref 17 (flat-footed 17), Fort 29, Will 9. Natural Armor +12.
hp 282; Threshold 79; DR 15
—————————————————————————————————————————
Speed 8 squares or 10 sq. (burrowing).
Melee Bite +22 (4d6+31) and Slam +22 (3d6+31)*
Ranged +6
Fighting: 18mx100x8m
Attack Options: Trip/Throw, Power Attack* (Power attack 9 in the above stats), Cleave, Swallow Whole (if bite successful, make opposed grapple check, success and the target is swallowed whole, and takes 1d8+22 damage/rnd crushing for 3 rnds, then to the dragon’s gizzard for 3d8+22 crushing damage for 10 rnds, then into the stomach for 1d8 acid damage per round; cutting or shooting out requires doing Dam = DT (Def. 16, DR 5)..
Base Atk +9; Grp +31
—————————————————————————————————————————
Abilities Str 54, Dex 5, Con 48, Int 3, Wis 9, Cha 16.
SQ Bonus Skill (Stealth), Desert Creature (re-roll survival checks in the desert); Tremorsense, DR 15, Desert Camouflage (while burrowing in sand, the dragon has total concealment (-5 to hit, -10 to see)), Swallow Whole, Central Sinus Cavity (If attacked in the sinus cavity (-20 to attack), all damage bypasses DR, if damage surpasses Fort Def, then -1 on Condition Track).
Feats: Skill Focus (Stealth), Power Attack, Cleave, Trip, Throw.
Skills: Initiative +3, Perception +5, Persuasion +14, Stealth +13 (+23 in the sand)


Now... to convert a sithspawned version...

Greater Krayt Dragon, Sithspawned CL 16
Colossal beast 12
Darkside Points: 4
Init +4; Senses Perception +5 (automatically senses anything on the ground w/in 100 meters)
—————————————————————————————————————————
Defenses Ref 18 (flat-footed 17), Fort 30, Will 9. Natural Armor +12.
hp 294; Threshold 85; DR 15
—————————————————————————————————————————
Speed 8 squares or 10 sq. (burrowing).
Melee Bite +22 (4d6+31) and Slam (spiked tail) +22 (3d6+42)*
Ranged +16 (12d6 acid damage, 6 square cone, area attack, every 1d4 rnds)
Fighting: 18mx100x8m
Attack Options: Trip/Throw, Power Attack* (Power attack 9 in the above stats), Cleave, Swallow Whole (if bite successful, make opposed grapple check, success and the target is swallowed whole, and takes 1d8+22 damage/rnd crushing for 3 rnds, then to the dragon’s gizzard for 3d8+22 crushing damage for 10 rnds, then into the stomach for 1d8 acid damage per round; cutting or shooting out requires doing Dam = DT (Def. 16, DR 5). Acid Breath (area attack deals 12d6 acid damage, +9 to hit).
Base Atk +9; Grp +31
—————————————————————————————————————————
Abilities Str 54, Dex 7, Con 50, Int 3, Wis 9, Cha 16.
SQ Bonus Skill (Stealth), Desert Creature (re-roll survival checks in the desert); Tremorsense, DR 15, Desert Camouflage (while burrowing in sand, the dragon has total concealment (-5 to hit, -10 to see)), Swallow Whole, Central Sinus Cavity (If attacked in the sinus cavity (-20 to attack), all damage bypasses DR, if damage surpasses Fort Def, then -1 on Condition Track); Frightful Presence (Persuasion check as free action v. Will Def. of opponents w/in 6 squares; success and -1 on CT, failure and they are immune to the frightful presence; can make checks in successive rounds; this is a fear effect); Sithspawned (+5 to DT, -2 to Will Def., re-roll Persuasion checks for frightful presence).
Feats: Skill Focus (Stealth), Power Attack, Cleave, Trip, Throw.
Skills: Initiative +4, Perception +5, Persuasion +14 (re-roll for frightful presence), Stealth +14 (+24 in the sand)


(Using the Ultimate Adversaries & Sithspawned rules within).


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4 years ago  ::  Nov 15, 2009 - 10:07AM #57
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Darth_Wrath gave us stats for one of Sriluur's predators in the Dark Wolf:

Dark wolves, known as raquor'daan among the Weequays, were stealthy, nocturnal canines native to Sriluur. They were adept killers, with poison-laden claws and a stinger tail. Their shoulders and back were covered with a thick leathery hide to protect them from sandstorms and their own stinger. They were also very good climbers. They were considered the natural enemy of the Bandigo and were treated with a good deal of respect by the Weequay.

Dark Wolf CL6
Medium desert beast 7
Init +17; Senses: Perception +5
------------------------------------------------------------------------------------------------------------
Defences Ref 21 (Natural Armour +7, Flat-footed 17), Fort 12, Will 12
HP 50; Threshold 12
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Bite +10 (1d6+8) and
Melee 2 Claws +10 each (1d4+8 plus poison) and
Melee Sting +10 (1d4+8 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +5; Grp +10
------------------------------------------------------------------------------------------------------------
Abilities Str 20, Dex 18, Con 15, Int 6, Wis 15, Cha 14
Special Qualities: Desert Traits, Poison
Feats: Skill Focus (Initiative, Survival), Skill Training (Initiative)
Skills: Initiative +17, Perception +5, Survival +15 (may reroll, keeping better result to resist extreme heat)
------------------------------------------------------------------------------------------------------------
Poison: For a dark wolves claw poison, Constitution save (DC14) negates, damage is paralysis for 1d4 hours. For a dark wolves stinger poison, Constitution save (DC14) negates, damage equals 1d6 temporary strength.

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4 years ago  ::  Nov 15, 2009 - 10:34AM #58
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Darth_Wrath gave us stats for one of Kashyyyk's predators in the Asyyyriak, with three different versions encompassing their young, adult and alpha stages of development:

Asyyyriak

Young Asyyyriak CL3
Small beast 4
Init +11; Senses: Perception +5
------------------------------------------------------------------------------------------------------------
Defences Ref 15 (Flat-footed 11), Fort 12, Will 13
HP 28; Threshold 12
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +5 (1d4+4) and
Melee 2 Claws +5 each (1d3+4)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +2
Atk Options Mighty Swing, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 18, Con 14, Int 4, Wis 16, Cha 6
Special Qualities: Camouflage, Fast Healing 1
Feats: Mighty Swing, Power Attack
Skills: Initiative +11, Stealth +16
------------------------------------------------------------------------------------------------------------
Camouflage: Asyyyriaks blend in with their surroundings, granting a +5 bonus on Stealth checks in forested environments.
Fast Healing 1: Asyyyriaks regain hit points at an exceptionally fast rate. Each round, an asyyyriak recovers 1 hit point up to its normal maximum.


Asyyyriak CL7
Medium beast 8
Init +13; Senses: Perception +8
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Flat-footed 10), Fort 13, Will 14
HP 64; Threshold 13
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +9 (1d6+7) and
Melee 2 Claws +9 each (1d4+7)
Fighting Space 1 square; Reach 1 square
Base Atk +6; Grp +10
Atk Options Mighty Swing, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 16, Dex 18, Con 16, Int 5, Wis 19, Cha 6
Special Qualities: Camouflage, Fast Healing 1
Feats: Combat Reflexes, Mighty Swing, Power Attack
Skills: Initiative +13, Stealth +13
------------------------------------------------------------------------------------------------------------
Camouflage: Asyyyriaks blend in with their surroundings, granting a +5 bonus on Stealth checks in forested environments.
Fast Healing 1: Asyyyriaks regain hit points at an exceptionally fast rate. Each round, an asyyyriak recovers 1 hit point up to its normal maximum.



Asyyyriak Alpha CL10

Medium beast 11
Init +15; Senses: Perception +9
------------------------------------------------------------------------------------------------------------
Defences Ref 15 (Flat-footed 10), Fort 13, Will 14
HP 77; Threshold 13
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +12 (1d6+9) and
Melee 2 Claws +12 each (1d4+9)
Fighting Space 1 square; Reach 1 square
Base Atk +8; Grp +13
Atk Options Mighty Swing, Pin, Power Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 18, Dex 20, Con 16, Int 5, Wis 19, Cha 6
Special Qualities: Camouflage, Fast Healing 1
Feats: Combat Reflexes, Mighty Swing, Pin, Power Attack
Skills: Initiative +15, Stealth +15
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Camouflage: Asyyyriaks blend in with their surroundings, granting a +5 bonus on Stealth checks in forested environments.
Fast Healing 1: Asyyyriaks regain hit points at an exceptionally fast rate. Each round, an asyyyriak recovers 1 hit point up to its normal maximum.



RavingDork also gave us the Asyyyriak (he warns, however, that he has "done very limited playtesting" with his Asyyyriak, as it is a "direct conversion[ ] of" its RCR counterpart, "following the guidelines in the official conversion document provided by WotC...so use [it] with caution."):

Asyyyriak (CL 7)
Medium forest beast 8
Init +13; Senses Perception +0
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Defenses Ref 16 (flat-footed 12), Fort 13, Will 14
hp 60; fast healing 1; Threshold 13
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Speed 4 squares, 6 squares (climbing)
Melee bite +9 (1d6+7) and 2 claws +9 (1d4+7)
Fighting Space 1 square; Reach 1 square
Base Atk +6; Grp +9
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Abilities Str 16, Dex 18, Con 16, Int 5, Wis 19, Cha 6
Special Qualities: Camouflage, Expert Climber, Fast Healing 1
Feats Powerful Charge, Skill Training (initiative)
Skills Climb +3 (may take 10 or reroll), Initiative +13, Stealth +13 (camouflage)
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Camouflage—An asyyyriak may reroll Stealth checks when in forested environments.
Expert Climber—An asyyyriak may choose to reroll any Climb check, but the result of the reroll must be accepted even if it is worse. In addition, asyyyriak may choose to take 10 on Climb checks even when distracted or threatened.
Fast Healing 1—An asyyyriak automatically regain 1 hit point every round at the end of its turn, up to its normal maximum, until it is killed.

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4 years ago  ::  Nov 15, 2009 - 12:33PM #59
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595

In Dawn of Defiance 05 - The First to Strike, a creature was mentioned as an opponent for the heroes in the wilds of Nizon. This was the Blade Scorpion, but there wasn't a separate stat block - it was suggested to use the Acklay with a minor modification. Some time ago (and it took some time to find it amongst my files today), I developed a true stat block for the creature:

The blade scorpion is the most dangerous creature to prowl the badlands of Nizon. Combining the worst traits of a crab and a scorpion, these huge armoured creatures take their name from the blade-like structure on the tips of their tails. The Nazren fear these beasts and never travel alone in regions where they are common.

Blade Scorpion CL10
Huge Desert Beast 11
Init +12; Senses: Perception +10
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Defences Ref 18 (Natural armour +8, Flat-footed 16), Fort 19, Will 10
HP 170; Threshold 29
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Speed 8 squares
Melee 2 Claws +12* each (1d8+13) or
Ranged Web netting +11 (Special)
Fighting Space 3x3; Reach 2 square
Base Atk +8; Grp +24
Atk Options Power Attack, Web netting
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Abilities Str 22, Dex 14, Con 29, Int 2, Wis 11, Cha 11
Special Qualities: Desert Traits, Web netting
Feats: Power Attack, Skill Training (Initiative, Perception), Weapon Focus (Web netting)
Skills: Initiative +12, Perception +10, Stealth -3, Survival +10 (may reroll, keeping better result to resist the effects of extreme heat)
*Includes 2 points of Power Attack
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Web netting: Blade scorpions are able to throw a web of netting at their targets, from the spinnerets in their tail blades, prior to their main attack. This is treated as a net attack, subject to the same rules and regulations therein (SECR, pg. 130).

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4 years ago  ::  Nov 16, 2009 - 12:13PM #60
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,924
Darth_Scorpion is at it again with the Vong creatures:

Yammosk.jpg

May 5, 2009 -- 3:29PM, Darth_Scorpion wrote:

...[H]ere is the latest Yuuzhan Vong beast - the one most responsible for their successes during the war they instigated.

This Yammosk is the least faithful rebuild I've done thus far as it is not possible to do a complete rebuild under SE:

  • Yammosk's were originally statted as a Highly Evolved Parasite 4/Noble 4/Officer 9 - which cannot be done in SE as the prerequisites for the Officer prestige class requires 7 heroic levels (Beast levels are considered to be nonheroic). I have sacrificed 3 beast levels in order to keep the overall character level the same, but equally, you could give the yammosk 3 extra Noble levels at the cost of 3 Officer levels or just stat a yammosk as being 3 levels higher instead (Character level 19). - As pointed out by commieclone, the nonheroic levels do qualify for the Officer prestige class. Unfortunately, the Yammosk needs those Noble levels to gain the talents necessary to mimic its original SQ's
  • Talents aren't as easily converted (especially as it was special abilities originally), what is there is a reasonable approximation - though SotG talents have been used in place of Deployment Tactics and Tactical Edge that would have been the converted result, in order to more faithfully represent the yammosk as a fleet coordinator
  • Most feats have been replaced properly, but if you wish, you can alter Improved Damage Threshold and Melee Defence to whatever you feel would fit better. Some feats the yammosk originally possessed have no analogue in SE or would have been repeated (for example, Frightful Presence)
  • Special Qualities remain almost as found in the NJO Sourcebook, excepting a few small alterations to fit in with the SE system




Yammosk CL16
Colossal Shaped Aquatic Beast 1/Noble 7/Officer 9
Init +6; Senses: Low-light Vision, Perception +22
Languages: Gravitic Pulse Code, Yuuzhan Vong (Cannot speak), 3 unassigned (Cannot speak)
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Defences Ref 18 (Natural Armour +1, Flat-footed 18), Fort 38, Will 35
HP 256; Threshold 93
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Speed 2 squares, 10 squares (swim)
Melee Bite +30 (4d6+24) and
Melee 6 Tentacles +30 (Special)
Fighting Space 6x6; Reach 2 squares
Base Atk +14; Grp +50
Atk Options: Melee Defence, Pin
Special Actions: Battle Analysis, Combined FireSotG, Coordinate +1, Demand Surrender, Fleet DeploymentSotG, Fleet TacticsSotG, Inspire Confidence, Presence, Weaken Resolve
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Abilities Str 42, Dex 6, Con 32, Int 15, Wis 18, Cha 18
Special Qualities: Atmosphere Generation, Breathe Underwater, Command Cover +4, Crew Enhancement, Exceptional Swimmer, Gravitic Telepathy, Low-light Vision, Share Talent (Battle Analysis), Share Talent (Combined FireSotG), Share Talent (Demand Surrender), Share Talent (Presence), Subsensory Awareness, Tentacle Grab, Transferred Knowledge
Talents: Battle Analysis, Combined FireSotG, Coordinate, Demand Surrender, Fleet DeploymentSotG, Fleet TacticsSotG, Inspire Confidence, Presence, Weaken Resolve
Feats: Improved Defences, Improved Damage Threshold, Linguist, Melee Defence, Pin, Skill Focus (Knowledge [Tactics]), Skill Focus (Perception), Skill Focus (Persuasion), Skill Training (Knowledge [Tactics]), Skill Training (Persuasion)
Skills: Endurance +24, Knowledge (Tactics) +20, Perception +22, Persuasion +22, Stealth -14, Survival +17
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Atmosphere Generation: A yammosk's lung capacity lets it support thousands of oxygen-breathing creatures for several hours by exhaling a large transparent bubble as a Full-round action. This bubble can pass over solid objects without breaking and allows solid objects to move through it, provided that they do so slowly. A yammosk can only produce one such bubble every 24 hours.
Breathe Underwater: See SECR, page 29 - as Mon Calamari species ability
Crew Enhancement: Yammosk's can assist the crew of its assigned Yuuzhan Vong capital ships within 10'000 km, giving the vessels a +5 competence bonus on all skill checks and attack rolls (increase CL of affected vessels by 2). This bonus is not cumulative; a vessel can only receive one such bonus and it does not affect ships smaller than Colossal (Frigate) in size. If the yammosk's telepathic link is somehow severed, this bonus is lost until it can be re-established.
Exceptional Swimmer: As an aquatic beast, the yammosk does not need to make Swim checks for any purpose of the skill.
Gravitic Telepathy: Yammosk's are able to broadcast and receive thoughts by using a gravitic resonance chamber found within its physiological structure. A yammosk may treat all of its assigned forces as being within line of sight (and voice) range for the purposes of the following talents: Combined FireSotG, Coordinate, Fleet DeploymentSotG, Fleet TacticsSotG, Inspire Confidence. The maximum range for this ability is 10'000 km and if the telepathic link is severed, the yammosk cannot use this ability until it can be re-established.
Subsensory Awareness: A yammosk is able to understand the basic state of mind of non-Yuuzhan Vong creatures, sentient or otherwise. If a yammosk succeeds on an attack roll (1d20+15) against the targets Will Defence, it gains a +5 bonus on Deception, Perception and Persuasion checks made against that target for the duration of the encounter.
Tentacle Grab: If a yammosk hits with one of its tentacles against a Huge or smaller opponent, it can automatically make a Grapple check with its tentacle attack at its full bonus (even if it has already taken a Full-round action). If the Grapple check is successful, the yammosk can make an opposed Grapple check each round to move the grappled creature 1 square closer, until it pulls the creature into its maw.
Transferred Knowledge: Yammosks transfer their collected knowledge to their progeny. As a consequence, a new-born yammosk will have the sum of its progenitor's memories, although it may take some time to translate this into actual abilities.




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