The 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:
Gorax CL 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.
Sgauru CL17 Gargantuan Shaped Beast 15 Init +12 (+17^); Senses: Perception +11 (+16^) ------------------------------------------------------------------------------------------------------------ Defences Ref 20 (Natural Armour +15, Flat-footed 20), Fort 22, Will 9 HP 250; Threshold 42 ------------------------------------------------------------------------------------------------------------ Speed 10 squares Melee Head Slam +16* (+21*^) (2d6+40) and Melee Bite +16* (+21*^) (3d6+40) and Melee Pincers +16* (+21*^) (2d6+40) and Melee 6 Leg Slams +16* (+21*^) each (2d6+40) or Melee Head Slam +16* (+21*^) (3d6+40) with Mighty Swing and Melee Bite +16* (+21*^) (4d6+40) with Mighty Swing and Melee Pincers +16* (+21*^) (3d6+40) with Mighty Swing and Melee 6 Leg Slams +16* (+21*^) each (3d6+40) with Mighty Swing Fighting Space 2x8; Reach 2 squares Base Atk +11; Grp +45 Atk Options: Aura of Horror, Cleave, Crush, Devour, Mighty Swing, Pin, Terrifying Presence ------------------------------------------------------------------------------------------------------------ Abilities Str 49, Dex 11, Con 34, Int 6, Wis 8, Cha 16 Special Qualities: Demolition, Force Immunity, Symbiosis (Sgauru) Feats: Cleave, Crush, Mighty Swing, Pin, Power Attack, Skill Training (Perception) Skills: Initiative +12 (+17^), Perception +11 (+16^), Persuasion +10 (+15^), Stealth -8 (-3^) ------------------------------------------------------------------------------------------------------------ Aura of Horror: This ability functions in the same manner as Terrifying Presence, affecting all living beings in a 12 square radius of Sgauru. This is a Free-action and Sgauru is still able to use Terrifying Presence during its initial attack. Demolition: Sgauru was created to demolish artificial constructs. Whenever Sgauru scores a critical hit when attacking buildings, machinery or other structures, it deals triple damage rather than double damage. Devour: If Sgauru hits with its Bite attack against a Large or smaller opponent; it can automatically make a grapple 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, Sgauru can begin devouring its target. Any creature being devoured takes 1d6+26 points of damage each round it is in Sgauru's maw. When the creature reaches 0 Hit Points, it is swallowed by Sgauru and continues to take 5d6 points of acid damage each round along with any equipment they are carrying. Force Immunity: Sgauru is immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Symbiosis (Sgauru)^: Sgauru maintains a symbiotic relationship with Tu-Scart as long as they are in physical contact or within 6 squares of each other. When in symbiosis, Sgauru and Tu-Scart share all sensory input, communicate telepathically and function as a single entity. Telepathic communication is a Free-action and allows the pair to utilise rudimentary tactics and grants a +5 bonus to all skills and attacks.When determining Initiative, each beast makes a separate check and then both act upon the highest result. While in symbiosis, Sgauru and Tu-Scart are immune to all forms of chemical attack and can even exist in vacuum environments for 1 day. Sgauru is the lesser partner of the pair. If Tu-Scart dies, an attack roll (1d20+12) is made against Sgauru's Fortitude defence. If this attack is successful, Sgauru immediately dies; failure results in Sgauru being Immobilised for 1 round due to shock, after which it can resume normal functions. Terrifying Presence: Any enemy that starts its turn within 6 squares of Sgauru takes a -2 penalty on attack rolls. This is a fear effect. *Includes 14 points of Power Attack
Tu-Scart CL17 Gargantuan Shaped Beast 15 Init +12 (+17^); Senses: Low-light Vision, Perception +11 (+16^) ------------------------------------------------------------------------------------------------------------ Defences Ref 17 (Natural Armour +12, Flat-footed 17), Fort 22, Will 9 HP 250; Threshold 42 ------------------------------------------------------------------------------------------------------------ Speed 10 squares Melee Slam +17* (+22*^) (2d6+35) and Melee Bite +17* (+22*^) (3d6+35) or Melee Slam +19* (+24*^) (2d6+42) with Powerful Charge and Melee Bite +19* (+24*^) (3d6+42) with Powerful Charge Fighting Space 2x8; Reach 2 squares Base Atk +11; Grp +43 Atk Options: Cleave, Constrict, Crush, Devour, Pin, Powerful Charge, Overrun, Terrifying Presence ------------------------------------------------------------------------------------------------------------ Abilities Str 45, Dex 10, Con 35, Int 6, Wis 8, Cha 15 Special Qualities: Demolition, Force Immunity, Low-light Vision, Scent, Symbiosis (Tu-Scart) Feats: Cleave, Crush, Pin, Power Attack, Powerful Charge, Skill Training (Perception) Skills: Initiative +12 (+17^), Perception +11 (+16^), Persuasion +9 (+14^), Stealth -8 (-3^) ------------------------------------------------------------------------------------------------------------ Constrict: When Tu-Scart succeeds in grappling an opponent, it can use Crush and Pin feats as normal. When crushing, however, Tu-Scart deals 3d6+30 points of damage and it can use this ability against artificial constructs. Demolition: Tu-Scart was created to demolish artificial constructs. Whenever Tu-Scart scores a critical hit when attacking buildings, machinery or other structures, it deals triple damage rather than double damage. Devour: If Tu-Scart hits with its Bite attack against a Large or smaller opponent; it can automatically make a grapple 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, Tu-Scart can begin devouring its target. Any creature being devoured takes 1d6+24 points of damage each round it is in Tu-Scart's maw. When the creature reaches 0 Hit Points, it is swallowed by Tu-Scart and continues to take 5d6 points of acid damage each round along with any equipment they are carrying. Force Immunity: Tu-Scart is immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Overrun: Tu-Scart is literally able to 'run over' its targets. As a Full-round action, Tu-Scart can overrun a single target at least one size category smaller than itself. Tu-Scart must move through the opponents square and end its move in an unoccupied square. When adjacent to an opponent at the beginning of its action, Tu-Scart can begin an overrun attack and move normally. The Overrun strike makes an attack roll (1d20+24) against the targets Reflex Defence; if successful, the target takes 3d6+30 points of damage and is knocked Prone. Otherwise, the target only takes half-damage and is knocked Prone. Scent: Tu-Scart ignores concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking. Symbiosis (Tu-Scart)^: Tu-Scart maintains a symbiotic relationship with Sgauru as long as they are in physical contact or within 6 squares of each other. When in symbiosis, Tu-Scart and Sgauru share all sensory input, communicate telepathically and function as a single entity. Telepathic communication is a Free-action and allows the pair to utilise rudimentary tactics and grants a +5 bonus to all skills and attacks. When determining Initiative, each beast makes a separate check and then both act upon the highest result. While in symbiosis, Tu-Scart and Sgauru are immune to all forms of chemical attack and can even exist in vacuum environments for 1 day. Terrifying Presence: Any enemy that starts its turn within 6 squares of Tu-Scart takes a -2 penalty on attack rolls. This is a fear effect. *Includes 11 points of Power Attack
Darth_Wrath gave us stats for the Corellian Sand Panther before their official stats turned up in TotG, pg. 107. This version includes a cub as well as the adult version:
Corellian Sand Panther Cub CL2 Small beast 3 Init +5; Senses: Scent; Perception +4 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Flat-footed 11), Fort 12, Will 11 HP 20; Threshold 12 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Bite +4 (1d4+3) and Melee 2 Claws +4 each (1d3+5 plus poison) Melee Hind leg claw* +4 (1d3+5 plus poison) Fighting Space 1 square; Reach 1 square Base Atk +2; Grp +1 Atk Options Poison, Pounce, Power Attack, Rake Attack, Trip ------------------------------------------------------------------------------------------------------------ Abilities Str 14, Dex 18, Con 14, Int 3, Wis 13, Cha 16 Special Qualities: Hard to Train, Poison, Pounce, Rake Attack, Scent, Sharp Claws, Skill Bonuses Feats: Power Attack, Trip Skills: Climb +5, Jump +5, Perception +4, Stealth +13, Survival +7 ------------------------------------------------------------------------------------------------------------ Hard to Train: Sand Panthers cubs are very difficult to train, increase any Persuasion check for animal handling by +5. Poison: Any target taking damage from a Sand Panther claw must make a Constitution save (DC 14). On a failed roll the victim takes 1d6 Con damage and is forced to make another save 1 minute later for another 2d6 Con damage.Sand Panther poison is both odorless and tasteless. Assassins sometimes gather it and conceal it in a victims drink then kill them once they have been debilitated. Pounce: When a sand panther first attacks it pounces, allowing it to make a full attack after it has moved. Rake Attack*: Sand Panthers often attempt to grapple with their front-leg claws. If they succeed in a grapple they may use their hind legs to rake (+4 to hit bonus doing 1d6 damage). A sand panther may also rake after pouncing. Scent: Sand Panthers can track using the Survival skill. They also ignore any penalties from poor surface conditions and visibility. Sharp Claws: Sand Panthers claws are very sharp and they gain +2 on claw damage. Skill Bonuses: Sand Panthers are very stealthy, gaining a +8 species bonus on their stealth. They also gain a + 2 bonus to Climb, Jump, and Perception checks.
Corellian Sand Panther CL7 Medium beast 8 Init +6; Senses: Scent; Perception +7 ------------------------------------------------------------------------------------------------------------ Defences Ref 12 (Flat-footed 10), Fort 12, Will 11 HP 58; Threshold 12 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Bite +11 (1d6+9) and Melee 2 Claws +11 each (1d4+11 plus poison) Melee Hind leg claw* +11 (1d4+11 plus poison) Fighting Space 1 square; Reach 1 square Base Atk +6; Grp +11 Atk Options Poison, Pounce, Power Attack, Rake Attack, Trip ------------------------------------------------------------------------------------------------------------ Abilities Str 21, Dex 15, Con 14, Int 3, Wis 13, Cha 16 Special Qualities: Hard to Train, Poison, Pounce, Rake Attack, Scent, Sharp Claws, Skill Bonuses Feats: Power Attack, Skill Focus (Survival), Trip Skills: Climb +11, Jump +11, Perception +7, Stealth +14, Survival +15 ------------------------------------------------------------------------------------------------------------ Hard to Train: Sand Panthers cubs are very difficult to train, increase any Persuasion check for animal handling by +5. Poison: Any target taking damage from a Sand Panther claw must make a Constitution save (DC 14). On a failed roll the victim takes 1d6 Con damage and is forced to make another save 1 minute later for another 2d6 Con damage.Sand Panther poison is both odorless and tasteless. Assassins sometimes gather it and conceal it in a victims drink then kill them once they have been debilitated. Pounce: When a sand panther first attacks it pounces, allowing it to make a full attack after it has moved. Rake Attack*: Sand Panthers often attempt to grapple with their front-leg claws. If they succeed in a grapple they may use their hind legs to rake (+4 to hit bonus doing 1d6 damage). A sand panther may also rake after pouncing. Scent: Sand Panthers can track using the Survival skill. They also ignore any penalties from poor surface conditions and visibility. Sharp Claws: Sand Panthers claws are very sharp and they gain +2 on claw damage. Skill Bonuses: Sand Panthers are very stealthy, gaining a +8 species bonus on their stealth. They also gain a + 2 bonus to Climb, Jump, and Perception checks.
These should probably go into post #27...the_gneech apparently actually made three versions of the Knobby White Spider -- the one shown in post #27 at CL 11, and these two:
Knobby White SpiderCL 13 Huge beast 12 Init +8; Senses Perception +7, low-light vision, tremorsense ---------------------------------- Defenses Ref 18 (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/+13 (1d8 + 15) with double attack or Melee 2 claws +13 (1d8 + 20) with power attack or Melee 2 claws +8/+8/+8 (1d8 + 20) with double attack and power attack Melee stinger +18 (1d8 +15) plus venom FightingSpace 3 square x 3 squares; Reach 2 squares BaseAtk +9; Grp +28 ---------------------------------- Abilities Str 28/+9, Dex 14/+2, Con 20/+5, Int 2/-4; Wis 15/+2, Cha 8/-1 Feats Double Attack, Power Attack, Skill Training (Climb, Perception, Stealth) Skills Climb +20, Jump +14, Perception +7, 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.
... since I also needed a CL 5 critter for my game this weekend, I decided to write up a lesser version. This one just gives the critter three attacks, instead of having it blow feats on Triple Attack, and is still pretty darn tough. Making the critter huge just automatically bumps up its melee abilities something awful. You could alter the one above similarly by giving it Dodge and Mobility instead of Double Attack and Triple Attack. That might bump its CL up yet again tho!
Siravanian Knobby Spider CL 5 Huge beast 5 Init +9; Senses Perception +8, low-light vision, tremorsense ----------------------------------------------- Defenses Ref 16 (flat-footed 14), Fort 16, Will 11 hp 47; Threshold 26 Speed 6 squares, climb 4 squares Melee 2 claws +11 (1d8+10) or Melee stinger +11 (1d8+10) plus venom FightingSpace 3 squares x 3 squares; Reach 2 squares BaseAtk +3; Grp +21 ----------------------------------------------- Abilities Str 26/+8, Dex 14/+2, Con 20/+5, Int 2/-4, Wis 13/+1, Cha 8/-1 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 +6 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.
Darth_Scorpion ain't the only one around here who stats Vong beasts. Pink_Jedi_Ranger gave him a run for the money with her Voxyn build...to which he promptly (well...eventually) responded with his own:
Adult Voxyn (cloned) (CL18) Large Beast 16, Jedi 2 Force 6 Init +19; Senses low-light vision, scent, Use the Force +15 Defences Ref 33 (flat-footed 28), Fort 21, Will 17 hp 242; Threshold 31 DR 5 (retained against lightsabres) Speed 10 squares Melee +18 bite with Power Attack 5 (1d8+15) and Melee 2 claws with Power Attack 5 +18 (1d6+15 plus poison) or Melee +23 tail whip (1d6+10 plus poison) or Melee +13 sensory bristles (2d6+1 plus diseases) or Ranged +19 acid spit (3d6+1) or Ranged +19 sonic screech (4d6+1 stun) Fighting Space 2 x 2; Reach 1 square Base Attack +14; Grapple +28 Abilities Str 28 Dex 20 Con 26 Int 6* Wis 18* Cha 12 * Reduce by 4 within a Ysalamiri's anti-Force area Talents Force Perception Feats Crush, Force Sensitivity, Improved Damage Threshold, Pin, Power Attack, Skill Training (Initiative, Survival, Use the Force) Skills Endurance +17, Initiative +19, Perception +13, Persuasion +20* Stealth +14, Survival +19, Use the Force +15 * can only be used to intimidate. Rend - If a Voxyn hits with both of its claw attacks in the same turn, it rends its opponent for an additional 2d6 points of damage Claw venom - After a successful claw attack, make an attack roll of 1d20+15 against the victim's Fortitude Defence. If that hits, the victim moves -1 persistent step down the condition track and takes an additional 1d10 damage. Tail Venom - After a successful tail whip attack, make an attack roll of 1d20+15 against the victim's Fortitude Defence. If that hits, the victim moves -1 persistent step down the condition track and takes an additional 1d12 damage. Acidic Saliva - After a successful bite attack, make an acid attack as per page 252 of the Saga corebook. Acid Spit - The Voxyn can spew its acidic saliva up to 15 squares away. Sonic Screech - A Voxyn can emit a high-frequency concussive sonic blast at targets up to 30 squares away. The Voxyn may choose to add more d6s to the damage, however each additional dice of damage moves the Voxyn one step down the condition track. Sensory Bristles - After a successful attack with the Voxyn's sensory bristles make an attack roll of 1d20+25 against the target's Fortitude Defence. If that hits, the victim moves -3 persistent steps down the condition track and takes 4d6 damage every minute until cured with a DC30 Treat Injury check Toxic Blood - If the Voxyn takes damage greater than or equal to its damage threshold from a single slashing, piercing, or energy attack, it begins to bleed. The downside to this is that it's blood becomes gaseous almost immediately and is toxic to all known humanoids (see Toxic Atmosphere - page 253 of the Saga corebook). Terrifying Presence - A Voxyn can make an untrained Persuasion check to intimidate foes at a +10 bonus. Limited Life Span - A cloned Voxyn has a maximum life span of a standard year. Every 2 standard months it moves one persistent step down the condition track. Every 3 standard months, it's age category increases by one (apply ageing modifiers to Strength, Dexterity, Constitution and Wisdom).
Two Yuuzhan Vong bioweapons this time, though you may consider it to be two types of one creature. These are so overpowered, it's unbelievable :evillaugh ! (Take the CL's with a pinch of salt...)
Note: The image comes from Wookieepedia - though I've never agreed, thus far, with any image of this creature as none match the original description in Star by Star.
Voxyn CL15 Large Shaped Beast 12 Init +8; Senses: Low-light Vision, Perception +9 ------------------------------------------------------------------------------------------------------------ Defences Ref 19 (Natural Armour +8, Flat-footed 17), Fort 11, Will 13 (23 against Force effects) HP 90; Threshold 16 ------------------------------------------------------------------------------------------------------------ Speed 9 squares Melee 2 Claws +10* each (1d6+13 plus Disease) and Melee Bite +10* (1d8+13) and Melee Tail +10* (1d6+13 plus Poison) or Ranged Acid Spit +11 (Special) Ranged Sonic Screech +11 (2d8 Sonic stun) Fighting Space 1x2; Reach 1 square, 4 squares (Acid Spit) Base Atk +9; Grp +18 Atk Options: Acid Spit, Combat Reflexes, Disease, Poison, Sonic Screech ------------------------------------------------------------------------------------------------------------ Abilities Str 18, Dex 14, Con 12, Int 6, Wis 16, Cha 12 Special Qualities: Fast Healing 2, Force Perception, Limited Force Immunity, Low-light vision, Nutrient Dependency, Toxic Blood Feats: Combat Reflexes, Force Sensitivity, Power Attack, Skill Focus (Use the Force), Skill Training (Stealth), Skill Training (Survival) Skills: Stealth +8, Survival +14, Use the Force +9 ------------------------------------------------------------------------------------------------------------ Acid Spit: As a Full-round action, the voxyn can spray highly corrosive acid at a target up to 4 squares away with a successful ranged attack. If the acid succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6 points of acid damage. If the attack fails, the target takes half damage. The acid attacks each round for 5 rounds until the acid is washed off or treated (DC 15 Treat Injury check and requires a medical kit). Disease: If a voxyn successfully deals damage to a target with its claw attack, compare the attack roll to the targets Fortitude Defense (ignoring equipment bonuses from armor). If it exceeds the victim's Fortitude Defense, the target contracts one of the many retroviruses found coating the claws. If the disease succeeds on an attack roll (1d20+10) against the targets Fortitude Defense (ignoring equipment bonuses), the target takes 2d6 points of damage and moves -1 steps along the condition track. If the attack fails, the target takes half damage and does not move down the condition track. The retrovirus attacks every day until cured with a DC 25 Treat Injury check. Fast Healing 2: Voxyn automatically regain 2 hit points every round at the end of their turn, up to its normal maximum, until it is killed. Force Perception: A voxyn's sensitivity to the Force grants it Force Perception, an ability that works like the Sense talent of the same name. Force Sensitivity: Voxyn have Force Sensitivity as a bonus feat. Limited Force Immunity: Voxyn possess a muted Force presence due to the inclusion of Yuuzhan Vong genetic material. Voxyn gain a +10 species bonus to resist any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). This also interferes with the voxyn's own Force abilities and they take a -10 species penalty to the Use the Force skill (included in the above stat block). Nutrient Dependency: Voxyn cannot survive without a nutrient compound found only on the planet Myrkr. Without this nutrient, voxyn lose half their Strength and Constitution after one month, lose half of the remainder after two and die after three. Poison: If a voxyn deals damage to a living target with its tail attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6 points of 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 voxyn poison is immobilised, but not unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR). The poison attacks every round until cured with a successful DC15 Treat Injury check. Sonic Screech: Voxyn have the ability to utter a compressed-wave screech of sufficient power to shatter eardrums as a Full-round action against all beings within a 6 square radius. If a voxyn successfully deals strikes a target with its Sonic Screech, compare the attack roll to the targets Fortitude Defense. If it exceeds the victim's Fortitude Defense, the target takes 2d8 points of Sonic stun damage (half damage otherwise). Toxic Blood: If voxyn takes damage equal to or greater than its Damage Threshold from a single attack, it begins to bleed and its blood vaporised. Any air breathing creature within 1 square of the voxyn is exposed to a Toxic Atmosphere (Atmospheric Hazards - SECR, page 253). *Includes 3 points of Power Attack
Now for the template from which all Voxyn are derived - the Voxyn Primary (also known as the Queen):
Voxyn Primary CL19 Large Shaped Beast 16 Init +8; Senses: Low-light Vision, Perception +9 ------------------------------------------------------------------------------------------------------------ Defences Ref 23 (Natural Armour +12, Flat-footed 21), Fort 14, Will 13 (23 against Force effects) HP 126; Threshold 19 ------------------------------------------------------------------------------------------------------------ Speed 9 squares Melee 2 Claws +12* each (1d6+20 plus Disease) and Melee Bite +12* (1d8+20) and Melee Tail +12* (1d6+20 plus Poison) or Melee 2 Claws +10* each (2d6+20 plus Disease) with Rapid Strike and Melee Bite +10* (2d8+20) with Rapid Strike and Melee Tail +10* (2d6+20 plus Poison) with Rapid Strike or Ranged Acid Spit +14 (Special) Ranged Sonic Screech +14 (2d8 Sonic stun) Fighting Space 1x2; Reach 1 square, 4 squares (Acid Spit) Base Atk +12; Grp +23 Atk Options: Acid Spit, Combat Reflexes, Disease, Poison, Rapid Strike, Sonic Screech ------------------------------------------------------------------------------------------------------------ Abilities Str 22, Dex 14, Con 18, Int 6, Wis 16, Cha 12 Special Qualities: Fast Healing 2, Force Perception, Limited Force Immunity, Low-light vision, Nutrient Dependency, Toxic Blood Feats: Combat Reflexes, Force Sensitivity, Power Attack, Rapid Strike, Skill Focus (Use the Force), Skill Training (Stealth), Skill Training (Survival) Skills: Stealth +10, Survival +16, Use the Force +11 ------------------------------------------------------------------------------------------------------------ Acid Spit: As a Full-round action, the voxyn primary can spray highly corrosive acid at a target up to 4 squares away with a successful ranged attack. If the acid succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 1d6 points of acid damage. If the attack fails, the target takes half damage. The acid attacks each round for 5 rounds until the acid is washed off or treated (DC 15 Treat Injury check and requires a medical kit). Disease: If a voxyn primary successfully deals damage to a target with its claw attack, compare the attack roll to the targets Fortitude Defense (ignoring equipment bonuses from armor). If it exceeds the victim's Fortitude Defense, the target contracts one of the many retroviruses found coating the claws. If the disease succeeds on an attack roll (1d20+10) against the targets Fortitude Defense (ignoring equipment bonuses), the target takes 2d6 points of damage and moves -1 steps along the condition track. If the attack fails, the target takes half damage and does not move down the condition track. The retrovirus attacks every day until cured with a DC 25 Treat Injury check. Fast Healing 2: Voxyn primary automatically regain 2 hit points every round at the end of their turn, up to its normal maximum, until it is killed. Force Perception: A voxyn primary's sensitivity to the Force grants it Force Perception, an ability that works like the Sense talent of the same name. Force Sensitivity: Voxyn primary have Force Sensitivity as a bonus feat. Limited Force Immunity: Voxyn primary possess a muted Force presence due to the inclusion of Yuuzhan Vong genetic material. Voxyn primary gain a +10 species bonus to resist any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). This also interferes with the voxyn primary's own Force abilities and they take a -10 species penalty to the Use the Force skill (included in the above stat block). Nutrient Dependency: Voxyn primary cannot survive without a nutrient compound found only on the planet Myrkr. Without this nutrient, voxyn primary lose half their Strength and Constitution after one month, lose half of the remainder after two and die after three. Poison: If a voxyn primary deals damage to a living target with its tail attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+15) against the targets Fortitude Defence, the target takes 2d6 points of 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 voxyn primary poison is immobilised, but not unconscious or killed. (can be revived as per the Treat Injury skill, page 74 SECR). The poison attacks every round until cured with a successful DC20 Treat Injury check. Sonic Screech: Voxyn primary have the ability to utter a compressed-wave screech of sufficient power to shatter eardrums as a Full-round action against all beings within a 6 square radius. If a voxyn primary successfully deals strikes a target with its Sonic Screech, compare the attack roll to the targets Fortitude Defense. If it exceeds the victim's Fortitude Defense, the target takes 2d8 points of Sonic stun damage (half damage otherwise). Toxic Blood: If the voxyn primary takes damage equal to or greater than its Damage Threshold from a single attack, it begins to bleed and its blood vaporised. Any air breathing creature within 1 square of the voxyn primary is exposed to a Toxic Atmosphere (Atmospheric Hazards - SECR, page 253). *Includes 6 points of Power Attack
Now you can see why this took a while...
Voxyn sensory bristles were never included in the NJO book, I'm guessing because they were not really usable in combat - more as a supplement for interogation purposes.
I did consider giving them Improved Damage Threshold as a bonus feat (Voxyn had much higher Fortitude saves under the original rules), but didn't as it would detract too much from the original stats.
Forums member IndianaJones34 gave us this Sithspawned Dragonsnake.
I can't find any homebrewed "Sithspawned" template by him or anyone else, and this stat block pre-dated the "Sith Abomination" creature template from page 22 of the Jedi Academy Training Manual, so I suppose he simply worked in any "sithspawned" features into the build without a "template" per se.
TheNarrator gave us stats for the Monsail of Trinta from a WEG adventure module:
The monsail is a predatory fish with a horizontally flattened body, a large dorsal fin, and a narrow tail. They have sharp teeth and feed on smaller fish or any other living thing that ventures into the swamp. Monsails normally attack individually, but have been known to travel in schools of up to three.
Monsail CL5 Large aquatic beast 6 Dark-side 4 Init +5; Senses: Low-light Vision; Perception +5 ------------------------------------------------------------------------------------------------------------ Defences Ref 17 (Natural armour +6, Flat-footed 15), Fort 14, Will 12 HP 51; Threshold 19 ------------------------------------------------------------------------------------------------------------ Speed 8 squares (Swim) Melee Bite +8 (1d8+7) Fighting Space 2x2; Reach 1 square Base Atk +4; Grp +13 Atk Options Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 18, Dex 14, Con 18, Int 2, Wis 14, Cha 10 Special Qualities: Aquatic traits, Low-light Vision Feats: Pin, Skill Training (Endurance, Survival) Skills: Endurance +12, Survival +10, Swim +12
ArmyOfLight was the first to give us a stat block for a nerf....a significantly buff nerf, as it were...call it the alpha male stud or something. I'd have gone with size medium, among other things, but here's his take:
ArmyofLight wrote:
Nerf Large Beast 3 Init +0 Perception +5, low light vision Defenses Fort 13, Ref 10, Wis 9 Hp 32 Threshold 18 Abilities Str 18 Dex 8 Con 16 Int 2 Wis 8 Cha 6
BaseAtk +2 Grp +11
Melee Gore+6 (1D8+5) or Melee Gore with powerful charge+10 (1D8+6) Ranged Spit +1 (1d2)acid attacks fort (1d20-5) attacks eack round until it misses or is cured with treat injury check of 5 (can make this attack once per encounter)
Feats: Powerful Charge, Skill Training (endurance) Skills:Endurance+9, Perception+5
Next, our own OP Darth_Scorpion gave us a subspecies, the...
Note: All images and descriptions supplied come from or are adapted from Wookieepedia.
Mountain Nerf CL0 Medium Beast 1 Init +3; Senses: Low-light Vision, Perception +0 ----------------------------------------------------------- Defences Ref 13 (Natural Armour +0, Flat-footed 10), Fort 12, Will 10 HP 7; Threshold 12 ----------------------------------------------------------- Speed 8 squares Melee Gore +0 (1d6) and Melee Slam +0 (1d4) or Ranged Spittle +3 (Special) Fighting Space 1 square; Reach 1 square Base Atk +0; Grp +3 Atk Options: Spittle ----------------------------------------------------------- Abilities Str 11, Dex 17, Con 14, Int 2, Wis 11, Cha 1 Special Qualities: Mountain Adaptation, Low-light Vision, Spittle Feats: Skill Training (Stealth) Skills: Climb +5, Jump +5, Stealth +8, Survival +5 ----------------------------------------------------------- Mountain Adaptation: Mountain nerf are well adapted to mountainous terrain. They gain a +5 species bonus to both Climb and Jump checks. Spittle: Mountain nerf are capable of spitting a foul smelling acidic substance at their targets. If a mountain nerf succeeds on an attack roll (1d20+2) against the targets Fortitude defence, the target takes 1d4 points of acid damage. If the attack fails, the target takes half damage. In addition, the target takes a cumulative -1 penalty on all Charisma-based skill checks until the spittle is washed off or the target changes clothes.
This can be adapted to a 'standard' nerf, by reducing Dexterity to 13, removing the Mountain Adaptation special quality, changing the feat to Skill Focus (Survival), reducing the acid damage to 1d3 and changing all of the appropriate modifiers to match.
Finally, perhaps bouyed by the success of his "Sithspawned Dragonsnake," forums member IndianaJones34 subsequently gave us this Sithspawned Nerf (although he claimed it was "for the heck of it"), which is totally awesome and yet just so wrong on so many levels.
I can't find any homebrewed "Sithspawned" template by him or anyone else, and this stat block pre-dated the "Sith Abomination" creature template from page 22 of the Jedi Academy Training Manual, so I suppose he simply worked in any "sithspawned" features into the build without a "template" per se.
TheNarrator gave us stats for the Maligator of Trinta from a WEG adventure module:
Large serpents, maligators grow to a length of 2.5 meters. They prefer the shallow areas of the swamp and basking in the sunshine on islands and mudbanks. Along with their teeth, maligators can make use of a spiked tail in combat. Rebels can encounter these on land or in water, when splashes will alert them to the presence of 1d6 maligators.
Maligators will normally attack by having one charge the prey, while the others circle around behind it. Maligators feed primarily on the local herbivores, and skinwings that venture too close to the surface of the water.
Maligator CL4 Medium aquatic beast 5 Dark-side 4 Init +2; Senses: Low-light Vision; Perception +2 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural armour +5, Flat-footed 15), Fort 13, Will 10 HP 38; Threshold 13 ------------------------------------------------------------------------------------------------------------ Speed 8 squares, 6 squares (Swim) Melee Bite +6 (1d6+5) and Melee Slam +6 (1d4+5) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +13 ------------------------------------------------------------------------------------------------------------ Abilities Str 16, Dex 11, Con 16, Int 2, Wis 10, Cha 10 Special Qualities: Aquatic traits, Low-light Vision Feats: Skill Training (Stealth), Skill Training (Swim) Skills: Stealth +7, Survival +7, Swim +10