TheNarrator gave us stats for the Skinwing of Trinta from a WEG adventure module:
Reptillian birds resembling pterodactyls, skinwings grow to a length of up to one meter and have wing spans of up to two meters. Their wings are leathery, and they emit a loud screeh to announce an attack. Their beaks are filled with razor-sharp teeth.
Skinwings are not terribly intelligent creatures. They will swoop down to investigate any stirring in the water, often finding it is a maligator luring them within reach. Skinwings will eat virtually anything, and they attack the Rebels in order to sample the culinary delights of these new life forms. Skinwings glide toward their targets and try to knock them to the ground, then attack with their beaks.
Skinwing CL4 Medium airborne beast 5 Dark-side 4 Init +6; Senses: Perception +2 ------------------------------------------------------------------------------------------------------------ Defences Ref 19 (Natural armour +5, Flat-footed 15), Fort 11, Will 10 HP 28; Threshold 11 ------------------------------------------------------------------------------------------------------------ Speed 8 squares (fly), 4 squares Melee Bite +7 (1d6+3) or Melee Ram (charge attack) +11 (1d6+3) with Powerful Charge Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +7 Atk Options Powerful Charge ------------------------------------------------------------------------------------------------------------ Abilities Str 13, Dex 18, Con 12, Int 2, Wis 11, Cha 10 Special Qualities: Airborne traits Feats: Powerful Charge, Weapon Finesse Skills: Survival +7
TheNarrator gave us stats for the Dark Tongue of Trinta from a WEG adventure module:
A huge black lizard with burning red eyes, the Dark Tongue is a creature that's been inundated by the Dark Side after years spent in a swamp that contains a Dark Side Nexus. Glowing black saliva drips from its gaping jaws as a swollen black tongue lashes towards its prey. The lizard grapples its target with its tongue and then attempts to drag them toward its stiletto-like teeth. It pursues relentlessly.
Dark Tongue CL7 Large beast 8 Dark-side 8 Init +13; Senses: Perception +6 ------------------------------------------------------------------------------------------------------------ Defences Ref 21 (Natural armour +8, Flat-footed 17), Fort 14, Will 12 HP 68; Threshold 19 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee Bite +10 (1d8+8) and Melee Tongue +10 (1d6+8 plus Grapple) Fighting Space 2x2; Reach 1 square Base Atk +6; Grp +15 Atk Options Crush, Mighty Swing, Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 18, Dex 18, Con 18, Int 2, Wis 14, Cha 10 Special Qualities: Airborne traits Feats: Crush, Mighty Swing, Pin Skills: Initiative +13
Darth_Scorpion gives us the Grutchin, another in his enormous Vong menagerie:
Grutchin CL14 Large Shaped Beast 12 Init +13; Senses: Darkvision, Perception +6 Immunities: Mild, Moderate and Severe Radiation ------------------------------------------------------------------------------------------------------------ Defences Ref 21 (Natural Armour +15, Flat-footed 21), Fort 21, Will 13 HP 150; DR 5; Threshold 26 ------------------------------------------------------------------------------------------------------------ Speed 5 squares, fly 8 squares (600 km h-1), fly 5 squares (Starship scale) Melee Bite +13* (2d8+20) or Melee Bite +13* (3d8+20) with Mighty Swing Fighting Space 1x2 squares, 1 square (Starship scale); Reach 1 square, 0 squares (Starship scale) Base Atk +9; Grp +33 Atk Options: Crush, Mighty Swing, Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 28, Dex 5, Con 26, Int 1, Wis 10, Cha 2 Special Qualities: Acid-edged Mandibles, Armoured Defences**, Constrict, Darkvision, Force Immunity, Hyperspace & Vacuum Survival, Improved Natural Weapons**, Self-guiding Missile, Shaped for Grappling Feats: Crush, Mighty Swing, Pin, Power Attack, Skill Focus (Initiative) Skills: Climb +15, Initiative +13, Jump +15, Stealth -2 ------------------------------------------------------------------------------------------------------------ Acid-edged Mandibles: Due to their acid-edged mouthparts, grutchins ignore the Damage Reduction of their targets. Armoured Defences**: See LECG, page 220 for a description of this ability. Constrict: A grutchin that succeeds in grappling an opponent can use the Crush and Pin feats as normal. When crushing, however, a grutchin deals damage through its Bite attack. Force Immunity: Grutchins are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Hyperspace & Vacuum Survival: Grutchins possess a unique physiology that prevents them from taking damage when exposed to vacuum or hyperspatial environments. In addition, a grutchin is able to maintain its Grapple through a hyperspace jump. Improved Natural Weapons**: See LECG, page 220 for a description of this ability. Self-guiding Missile: When used as a missile, grutchins are self-guiding and do not require the pilot to establish a target lock. Grutchins simply fly towards the nearest target it can see and will not relent as long as its target is still in range and functional. The target may attempt to place a more palatable target (ie. slower) between itself and the creature in order to lose it. When the grutchin is in the same square as its target, it can attempt to Grapple as long as it does not possess functional shields. If the Grapple check is successful, the grutchin will begin to deal Bite damage as per the Crush feat. Shaped for Grappling: Yuuzhan Vong shapers have altered the legs of the grutchin to be particularly adept at grappling. Grutchins are treated as Gargantuan creatures for the purposes of Grapple checks (included in stat block). *Includes 5 points of Power Attack **Special qualities granted by shaping
I thought I'd go with a more sinister Yuuzhan Vong rebuild this time , enjoy!
Note: The image and description supplied come from or are adapted from Wookieepedia.
Implanters are Yuuzhan Vong creatures used to implant Yorik-Kul (surge-coral) into sentient beings, in order to enslave them. Also known as "creepers", these creatures carry dozens of Yorik-Kul seeds on their backs. The implanter inflicts pain on and disables their victims by using a feathery appendage to disrupt the victim's nervous system. The victim would then be implanted with surge-coral, though the chances of successful implantation are greatly improved by restraining the victim within the Embrace of Pain beforehand. Relatives of implanters were also used in escalation ceremonies.
Implanter CL0 Diminutive Shaped Beast 1 Init +3; Senses: Low-light Vision, Perception +3 ------------------------------------------------------------------------------------------------------------ Defences Ref 20 (Natural Armour +1, Flat-footed 17), Fort 8, Will 9 HP 2; Threshold 8 ------------------------------------------------------------------------------------------------------------ Speed 2 squares Melee Claw -4 (1+Implant*) or Melee Frond -4 (2d6 stun) Fighting Space 1 square; Reach 0 squares Base Atk +0; Grp -12 Atk Options: Implant*, Stunning Frond ------------------------------------------------------------------------------------------------------------ Abilities Str 2, Dex 16, Con 5, Int 4, Wis 6, Cha 5 Special Qualities: Force Immunity, Implant*, Low-light vision, Stunning Frond Feats: Improved Defences, Skill Training (Perception) Skills: Perception +3, Stealth +18, Survival +3 ------------------------------------------------------------------------------------------------------------ Force Immunity: Implanters are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Implant*: If an implanter successfully uses its claw attack on a stunned or helpless opponent, it implants one Yorik-Kul seed into the target. Improved Defences: Implanters have Improved Defences as a bonus feat. Stunning Frond: Any living being struck by the implanters frond attack takes 2d6 points of Stun damage.
Yorik-Kul When a target is implanted with Yorik-Kul, they immediately begin to take root within the host. If the Yorik-Kul succeeds on an attack roll (1d20+[5+No. of implanted surge-coral seeds]) against the targets Fortitude defence, the target moves -1 persistent steps along the condition track. If the attack fails, the target does not move down the condition track. Whether or not the initial attack succeeds, the target is prevented from running or charging and, if Force Sensitive, takes a -1 penalty on Use the Force checks for each Yorik-Kul seed that has been implanted. In addition, the Force presence of the target becomes obscured due to the inclusion of the Yorik Kul. The target gains a +1 species bonus per surge coral seed implanted to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Yorik-Kul attacks each day until the target has reached -4 steps on the condition track or it has been removed with a successful DC (15+No. of implanted surge-coral seeds) Treat Injury check. A maximum of ten Yorik-Kul can be implanted into any single target.
Th[is one is a] Yuuzhan Vong bioweapon[ ]....officially statted in Star Wars Gamer 8, but I don't possess [the original RCR stat block] unfortunately .
I was able to find some information ... through Internet searches:
Th[is is] not so much [a] rebuild, but my own version[ ] based upon the incomplete information that I was able to find.... The grutchin symbiote is a miniature version of the grutchins used as space borne weapons. Smaller and unable to survive in vacuum environments, the grutchin symbiotes are used for assassinations and are often carried by Yuuzhan Vong agents. In order to carry a grutchin symbiote, the Yuuzhan Vong host must first undergo a ritual modification in the form of four grooves cut from the shoulders to the lower back. The symbiote's back legs slip into these grooves, hooking onto the newly formed bone spurs, while the front legs latched around the host's neck. At the host's telepathic command, the grutchin symbiote would launch itself at a target, attacking with its acid-edged mandibles.
Grutchin Symbiote CL11 Tiny Shaped Beast 8 Init +8; Senses: Darkvision, Perception +4 ------------------------------------------------------------------------------------------------------------ Defences Ref 25 (Natural Armour +9, Flat-footed 21), Fort 16, Will 13 HP 60; DR 5; Threshold 16 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee Bite* +9 (2d3+7) and Melee 2 Claws +9 each (2d2+7) Fighting Space 1 square; Reach 1 square Base Atk +6; Grp +15 Atk Options: Crush, Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 16, Dex 19, Con 16, Int 4, Wis 10, Cha 6 Special Qualities: Acid-edged Mandibles*, Armoured Defences**, Contact Telepathy, Darkvision, Force Immunity, Improved Natural Weapons**, Shaped for Grappling Feats: Crush, Pin, Skill Training (Stealth) Skills: Jump +12, Stealth +23 ------------------------------------------------------------------------------------------------------------ Acid-edged Mandibles*: Due to their acid-edged mouthparts, grutchin symbiotes ignore the Damage Reduction of their targets. Armoured Defences**: See LECG, page 220 for a description of this ability. Constrict: A grutchin symbiote that succeeds in grappling an opponent can use the Crush and Pin feats as normal. When crushing, however, a symbiote deals damage through its Bite* attack. Contact Telepathy: Grutchin Symbiotes are able to establish a telepathic link to their hosts when they are in physical contact with each other. This allows the symbiote to receive single thoughts (such as attack commands) from their host, though the host must use a standard action in order to communicate with the symbiote. Only simple, one word commands may be issued to the symbiote due to their limited Intelligence and this cannot be performed unless they are in physical contact with each other. Force Immunity: Grutchin Symbiotes are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Improved Natural Weapons**: See LECG, page 220 for a description of this ability. Shaped for Grappling: Yuuzhan Vong shapers have altered the legs of the grutchin symbiote to be particularly adept at grappling. Grutchin Symbiotes are treated as Large creatures for the purposes of Grapple checks (included in stat block). **Special qualities granted by shaping
Th[is one is a] Yuuzhan Vong bioweapon[ ]....officially statted in Star Wars Gamer 8, but I don't possess [the original RCR stat block] unfortunately .
I was able to find some information ... through Internet searches:
Th[is is] not so much [a] rebuild, but my own version[ ] based upon the incomplete information that I was able to find....
The Vagh Rodiek are Rodians shaped by the Yuuzhan Vong to use as war beasts during the Yuuzhan Vong War. After destroying the cities of Rodia, the Yuuzhan Vong turned their attention to the violent Rodians, planning to forge their captives into deadly warbeasts. Master Shaper Taug Molou was placed in charge of this project.
Taking his Rodian experimental subjects apart on a cellular level and reassembling their genetic code with other creatures found in the Qang Qahsa, this experiment resulted in the creation of the Vagh Rodiek. These mindless warbeasts scuttle forth on four crab-like legs, have sharp half-meter long scythes of bone in place of arms and their natural head-spines have been mutated into razor-sharp quills. The drones retained enough intelligence to understand commands from their Yuuzhan Vong masters, but nearly all sense of their former species was erased. These armoured beasts devastated many battlefields; particularly those in Hutt Space. While the shaping protocols were violated in the process of their creation, the effectiveness of the Vagh Rodiek was so impressive that it was overlooked in this case.
Vagh Rodiek CL2 Medium Shaped Beast 1 Init +0; Senses: Low-light Vision, Perception +1 (may reroll, must keep second result) ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural Armour +4, Flat-footed 15), Fort 16, Will 15 (25 against Force effects) HP 7; DR 5; Threshold 16 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee 2 Bone scythes +2 each (2d6+2) Fighting Space 1 square; Reach 1 square Base Atk +0; Grp +2 ------------------------------------------------------------------------------------------------------------ Abilities Str 14, Dex 11, Con 14, Int 3, Wis 12, Cha 8 Special Qualities: Armoured Defences*, Climbing Claws, Heightened Awareness, Improved Natural Weapons*, Limited Force Immunity, Low-light Vision Feats: Improved Defences Skills: Climb +12 ------------------------------------------------------------------------------------------------------------ Armoured Defences*: See LECG, page 220 for a description of this ability. Climbing Claws: Due to their hooked claws, Vagh Rodiek gain a +5 species bonus to Climb checks. Heightened Awareness: Vagh Rodiek may choose to reroll any Perception check, but the result of the reroll must be accepted even if it is worse. Improved Natural Weapons*: See LECG, page 220 for a description of this ability. Limited Force Immunity: The Force presence of the Vagh Rodiek has been obscured due to the inclusion of Yuuzhan Vong genetic material. Vagh Rodiek gain a +10 species bonus to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). *Special qualities granted by shaping
Note: Originally statted as Armoured Vermin 1
The bone scythes are treated as claws belonging to a Large beast for the purposes of dealing damage. Vagh Rodiek were supposedly meant to turn up in Dark Journey, but never made it into the book...
Well, here's a first pass on the giant exogorth - one thing that seems odd (based upon starships) is that the Reflex Defence modifier remains at -10 after Colossal size . I suppose it would begin to get strange otherwise and you'd have 0/negative Reflex Defence values!
At 900m, I have assumed it to be a Colossal (Cruiser) sized beast (comparable to a Victory-class Star Destroyer) and I have progressed the damage values for the Bite attacks as the SECR seems to suggest they would ...
5d6 for Colossal (Frigate) 6d6 for Colossal (Cruiser)
Note: Image comes from Wookieepedia.
Giant Exogorth CL19 Colossal (Cruiser) Vacuum Beast 20 Init +7; Senses: Darkvision, Perception +15 ----------------------------------------------------------- Defences Ref 18 (Natural Armour +20, Flat-footed 18), Fort 29, Will 11 HP 450; DR 25; Threshold 84 Immunities: Mild, moderate and severe radiation. ----------------------------------------------------------- Speed 66 squares (burrow) Melee Bite +20* (6d6+25/x3) or Melee Bite +20* (7d6+25/x3) with Mighty Swing Fighting Space 60x600 or 2x2 (Starship scale); Reach 4 squares or 2 squares (Starship scale) Base Atk +15; Grp +45 Atk Options: Mighty Swing, Power Attack, Triple Crit (Bite) ----------------------------------------------------------- Abilities Str 31, Dex 4, Con 47, Int 2, Wis 11, Cha 6 Special Qualities: Darkvision, Devour, Vacuum Survival Feats: Improved Damage Threshold, Improved Defences, Mighty Swing, Power Attack, Skill Training (Perception, Stealth), Triple Crit (Bite) Skills: Perception +15, Stealth -8 (+12 Starship scale), Survival +15 ----------------------------------------------------------- Devour: If a giant exogorth hits with its Bite attack against a Colossal 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, the giant exogorth can begin devouring its target. Any creature being devoured takes 1d8+10 points of damage each round it is in the giant exogorths maw. When the creature reaches 0 Hit Points, it is swallowed by the giant exogorth and continues to take 1d6 points of acid damage each round. This acid damage ignores Damage Reduction and is also applied to all materials, be they organic or inorganic. Vacuum Survival: Giant exogorth possess a silicon-based physiology that prevents them from taking damage when exposed to vacuum. *Includes 5 points of Power Attack.
The 'average' exogorth would be a Gargantuan beast and I think it was statted in UA as a level 16 creature - I don't have that book on hand though...
Note: The original image can be found at this site.
Artillery beasts are seldom seen war behemoths used by the Yuuzhan Vong only in critical engagements. Resembling giant beetles, these living weapons have been shaped in order to replace their abdomens with a Yaret-Kor emplacement. Though powerful, these beasts are rather more fragile than most Yuuzhan Vong beasts of an equivalent size and must be kept from harms way. The Yuuzhan Vong deployed these weapons at the Battle of Yuuzhan'tar, using them both as artillery and AA emplacements - though they typically work in triads to take down aerial threats.
Artillery Beast CL14 Colossal Shaped Beast 12 Init +11; Senses: Darkvision, Perception +14 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural Armour +15, Flat-footed 15), Fort 28, Will 16 HP 235; DR 10; Threshold 78 ------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee Slam +19 (3d6+16) or Ranged Medium Yaret-Kor* +9 (3d10x5, 4 square spash) Fighting Space 6x12; Reach 2 squares Base Atk +9; Grp +39 Atk Options: Coordinated Attack, Far Shot, Point Blank Shot ------------------------------------------------------------------------------------------------------------ Abilities Str 30, Dex 10, Con 40, Int 4, Wis 16, Cha 10 Special Qualities: Armoured Defences**, Force Immunity, Integrated Yaret-Kor* Feats: Coordinated Attack, Far Shot, Point Blank Shot, Skill Training (Initiative), Skill Training (Perception) Skills: Endurance +26, Initiative +11, Perception +14, Stealth -14 ------------------------------------------------------------------------------------------------------------ Armoured Defences**: See LECG, page 220 for a description of this ability. Force Immunity: Artillery beasts are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Integrated Yaret-Kor*: The Yaret-Kor integrated into the artillery beast is somewhat larger than a Colossal creature can cope with. In order to use the Yaret-Kor, artillery beasts must use a Full-round action to both charge and fire the plasma round. Additionally, if the artillery beast moves in the round prior to firing the Yaret-Kor, it takes a -5 penalty on its Attack roll. **Special qualities granted by shaping
I've used a Starship Troopers image as it seemed the most fitting and the description in The Unifying Force even seemed to scream it when I first read that book. EDIT: Thanks for the recolour PJR! I don't have much in the way of computer graphical ability or the programs to do it...
For the range categories of the Medium Yaret-Kor, use the Light Turbolaser as the equivalent weapon.
Storm Beast (CL11) Large Beast 12 Init +7; Senses Low-light vision, Perception +14 Defences Ref 22 (flat-footed 21), Fort 17, Will 13 hp 170; Threshold 22 DR 5 Speed 8 squares Melee +11 bite (1d8+18*) and +11/+11 2 claws (1d6+18*/1d6+18*) or Melee +15 slam with Powerful Charge (1d6+26*) or Ranged +7 Force Scream * includes 5 points of Power Attack Fighting Space 2x2 squares; Reach 1 square Base Attack +9; Grapple +21 Abilities Str 25 Dex 13 Con 25 Int 2 Wis 16 Cha 12 Feats Force Sensitivity, Power Attack, Powerful Charge, Skill Training (Survival), Toughness Skills Perception +14, Survival +14, Use the Force +7 Force Scream – Once per encounter, a Storm Beast may make an untrained Use the Force check to activate the Force Scream Force Power.
Here [is another] Yuuzhan Vong beast rebuild[ ], courtesy of both NJO and CatCW sourcebooks. Compared to what I've posted previously, quednak are sedate to the point of passivity :D !
Note: Images and descriptive text come or are adapted from Wookieepedia.
Quednak (also called riding lizards) are six legged, reptilian herbivores used by the Yuuzhan Vong as beasts of burden. Despite their size, quednak were capable of reaching speeds up to forty kph. Quednak are also more intelligent than other Yuuzhan Vong creatures and could minimally understand their orders. The Yuuzhan Vong occasionally use them as war mounts, but this was rare, as it was felt that the Warriors were more deserving of the honor of battle than mere beasts. They were used prominently by the Yuuzhan Vong at the Battle of Ylesia.
Quednak CL4 Huge Shaped Beast 4 Init +2; Senses: Perception +2 ------------------------------------------------------------------------------------------------------------ Defences Ref 17 (Natural Armour +9, Flat-footed 17), Fort 18, Will 10 HP 50; Threshold 33 ------------------------------------------------------------------------------------------------------------ Speed 9 squares Melee Bite +11 (2d6+10) and Melee 2 Claws +11 each (1d8+10) Fighting Space 3x3; Reach 1 square Base Atk +3; Grp +21 ------------------------------------------------------------------------------------------------------------ Abilities Str 26, Dex 10, Con 26, Int 4, Wis 10, Cha 4 Special Qualities: Enhanced Armour*, Force Immunity, Intractable Feats: Improved Damage Threshold, Skill Training (Survival) Skills: Climb +15, Stealth -8, Survival +7 ------------------------------------------------------------------------------------------------------------ Enhanced Armour*: Quednak have been shaped by the Yuuzhan Vong to improve their durability. Quednak gain a +5 Natural Armour bonus to their Reflex defence. Force Immunity: Quednak are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Intractable: Quednak respond only to pain, in accordance with Yuuzhan Vong beliefs. Non-Yuuzhan Vong take a -10 penalty to Ride checks involving quednak, unless they are aware of this requirement. *Special qualities granted by shaping