Here [is another] Yuuzhan Vong beast rebuild[ ], courtesy of both NJO and CatCW sourcebooks....
Umrach CL9 Large Shaped Beast 9 Init +6; Senses: Blindsight, Perception +5 ------------------------------------------------------------------------------------------------------------ Defences Ref 20 (Natural Armour +9, Flat-footed 18), Fort 12, Will 11 HP 60; Threshold 17 ------------------------------------------------------------------------------------------------------------ Speed 10 squares Melee Mouth-spears +11 (2d6+9) and Melee 2 Slams +11 each (1d6+9) Fighting Space 2x2; Reach 2 squares (mouth-spears), 1 square (slam) Base Atk +6; Grp +16 Atk Options: Crush, Pin ------------------------------------------------------------------------------------------------------------ Abilities Str 20, Dex 15, Con 15, Int 3, Wis 13, Cha 8 Special Qualities: Blindsight, Constrict, Force Immunity Feats: Crush, Pin, Skill Training (Stealth) Skills: Stealth +6, Survival +10 ------------------------------------------------------------------------------------------------------------ Blindsight: Using scent and acute hearing, umrach can detect creatures and objects within 20 squares. As a result, umrach manoeuvre and fight as well as sighted creatures. Intense light and darkness do not adversely affect them. Constrict: An umrach that succeeds in grappling an opponent can use Crush and Pin feats as normal. When crushing, however, an umrach deals 2d6+5 points of damage as it brings its mouth-spears to bear. Force Immunity: Umrach are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill).
Umrach mouth-spears are effectively a bite attack (from a creature one size larger), just alot more messy and damaging.
A previously unstatted bioweapon is next on the agenda - it only turned up in The Unifying Force and it should be an interesting build.
In a dedicated thread in the Praxeum, forums member Astavar gives us a veermok conversion from the RCR Secrets of Naboo sourcebook:
Astavar wrote:
Here is my try on the veermok presented in "Secrets of Naboo". For those, who do not own that book, this veermok is a weaker version of the wooly veermok. Something to point out: I dropped the feats dodge and improved initiative, to create this creature as a more stalking predator-type monster. Please comment on it! Thank you...
Veermok, (Source Secrets of Naboo) Medium beast 6; CL3 Init +12; Senses low-light vision; Perception +3
Defense Ref 14 (flat-footed 10), Fort 12 , Will 10 hp 39; Threshold 17
Speed 8 squares (walking) Melee 2 claws +4 (1d4+3) and 1 bite +4 (1d6+3) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +4
Abilities Str 10, Dex 18, Con 15, Int 2, Wis 11, Cha 16 Feats Improved Damage Threshold, Powerful Charge, Skill training (stealth) Skills Initiative +12, Perception +3, Stealth +12
Rakamats were indeed next on the list - this was the new take on the beast I mentioned as it is statted in the NJO sourcebook as a vehicle. I disagree with this perception as they aren't piloted. I have tried to keep this as close to the vehicle as possible (well, not entirely - I wasn't going to give this 16 Yaret-Kors!), but keep it as a beast... let me know what you think, as it may well need balancing.
Rakamats are shaped reptillian collosi that the Yuuzhan Vong use as seige weapons, effectively their equivalent of an Imperial AT-AT. These six-legged war beasts are equipped with Yaret-Kors and are capable of smashing through barricades with impunity - the New Republic found the beasts nearly indestructible thanks to their dovin basal shielding. Chazrach warriors typically grip the thick outer skin of the rakamats, using it as a means of transportation. Further, rakamats were used to control the Chazrach - if they were destroyed, the associated Chazrach would scatter.
Rakamat CL16 Colossal Shaped Beast 10 Init +5; Senses: Perception +15 ------------------------------------------------------------------------------------------------------------ Defences Ref 15 (Natural Armour +15, Flat-footed 15), Fort 30, Will 10 HP 255; DR 10; SR 25; Threshold 80 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Slam +26 (3d6+24) or Melee Slam +26 (4d6+24) with Mighty Swing or Ranged 4 Light Yaret-Kors +8 each (5d10x2, 2-square spash) Fighting Space 6x12; Reach 2 squares Base Atk +7; Grp +46 Atk Options: Mighty Swing ------------------------------------------------------------------------------------------------------------ Abilities Str 48, Dex 10, Con 50, Int 4, Wis 10, Cha 6 Special Qualities: Enhanced Armour*, Force Immunity, Integrated Dovin Basals Feats: Mighty Swing, Point Blank Shot, Skill Focus (Perception) Skills: Perception +15, Stealth -15 ------------------------------------------------------------------------------------------------------------ Enhanced Armour*: Rakamats have been shaped by the Yuuzhan Vong to improve their durability. Rakamats gain a +5 Natural Armour bonus to their Reflex defence. Force Immunity: Rakamats are immune to any Force effect that targets its Will defence (including Force powers and aspects of the Use the Force skill). Integrated Dovin Basals: Rakamats have been shaped to include dovin basals that grant it SR25. These dovin basals follow the same rules as those found aboard Yuuzhan Vong starships, except that they cannot be used to strip the shields off other vehicles - they are restricted to defence only. *Special qualities granted by shaping
Yaret-Kors are the 'actual' name for the volcano/plasma cannons found on Yuuzhan Vong vehicles.
Unfortunately, there are no images of rakamats anywhere...
Yet more bioweapons to follow soon (though if someone could remind me what the Terrifying Presence ability from the RCR was statistically, it would be helpful - I don't have many RCR books here with me).
[H]ere is ... a converted (ie. rebuilt using SE rules) Yuuzhan Vong Fire Breather
Note: The image and descriptive text come/adapted from Wookieepedia.
The Fire Breathers are 30 metre-tall, bladder-like leviathans that have been shaped by the Yuuzhan Vong for use as a heavy support organism. These deadly war beasts have flexible proboscises that spew streams of gelatinous flame, pores that exhale anti-laser aerosols and hides thick enough to withstand all but a blast from a turbolaser. The liquid flames are created through a unique chemical reaction caused by the mixture of methane, hydrogen sulfide, and a mysterious substance deep within the guts of the Fire Breather. The beasts are often deployed for clearing out entrenched enemy positions. A smaller anti-personnel version also exists.
Fire Breather CL14At least... Colossal Shaped Beast 6 Init +0; Senses: Perception +12 ------------------------------------------------------------------------------------------------------------ Defences Ref 13 (Natural Armour +16, Flat-footed 13), Fort 24, Will 9 HP 110; DR 25 (40 against blaster/laser weapons), Threshold 74 ------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee Slam +10 (3d6+9) or Ranged Flamethrower +1 (12d10, 20 square cone) Fighting Space 6x6; Reach 2 squares Base Atk +4; Grp +38 Atk Options: Flamethrower ------------------------------------------------------------------------------------------------------------ Abilities Str 22, Dex 4, Con 38, Int 2, Wis 9, Cha 3 Special Qualities: Antilaser aerosol, Enhanced Armour* (2), Flamethrower, Force Immunity Feats: Skill Focus (Perception), Skill Training (Survival) Skills: Perception +12, Stealth -20, Survival +7 ------------------------------------------------------------------------------------------------------------ Antilaser aerosol: Fire breathers exhale antilaser aerosols as long as they are alive and breathing, effectively increasing their Damage Reduction to 40 against blaster/laser weapons. Releasing the aerosol requires a Move action, filling an 8x8 square area surrounding the beast and lasting for 10 rounds. Enhanced Armour*: Fire breathers have been shaped by the Yuuzhan Vong to improve their durability. Fire breathers gain a +10 Natural Armour bonus to their Reflex defence. Flamethrower: Fire breathers are capable of blasting a cone of gelatinous flame 20 squares long and 20 squares wide at the terminus. This flame deals 12d10 points of damage to anything caught in the area, including vehicles and buildings. The fire breather may use this attack once every 1d4+2 rounds. Force Immunity: Fire breathers are immune 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
This is reasonably close to the original (though that versions flamethrower did 15d10 damage and was much stronger as it had 110/305 ish VP/WP). The Enhanced Armour shaping quality is one I made to increase its defence, as the OCR version was an Armoured beast - a template that currently doesn't exist in SE.
Here's the shaping quality - please PEACH...
Enhanced Armour: The creature gains a +5 Natural Armour bonus to Reflex defence. This also allows a creature to exceed its normal maximum Natural Armour bonus as its muscle structure is strengthened to compensate. This quality can be applied twice to a creature. Increase the creatures CL by 1 for one shaping, increase CL by 3 for two shapings. Special: The Enhanced Armour shaping quality cannot be applied to a creature that already possesses the Armoured Defences shaping quality and vice-versa - the shaping techniques required are mutually exclusive. For more information on Shaped creatures, see LECG.
Despite the fact I've attempted to give the fire breather a CL, it is largely conjectural...
Note: The image and descriptive text come from Wookieepedia.
The taozin was a giant transparent invertebrate with many arms and legs native to the Jungle Moon of Va'art. It was capable of spitting silken webbing to entrap its prey. Its natural shell armor was completely resistant to lightsabers. They were thought to be extinct until Darsha Assant, Lorn Pavan, and I-5YQ stumbled across one while fleeing from Darth Maul in the depths of the Coruscant Underworld.
They were almost invisible to Force-sensitives, but if one focused hard enough, they could still feel a discrepancy in the Force. Darth Maul described this as "Almost like encountering a surface so slick that one could find no purchase on it." Pavan would later use a cloak made out of taozin to attack Darth Maul in an attempt to kill the Sith Lord.
Taozin CL12 Gargantuan Subterranean Beast 12 Init +4; Senses: Darkvision, Perception +15 ----------------------------------------------------------- Defences Ref 13 (Flat-footed 13), Fort 19, Will 9 HP 180; DR 15 (retained against lightsabres) , Threshold 39 Immunities Sense Surroundings, Force Percerption ----------------------------------------------------------- Speed 3 squares, 3 squares (climb) Melee Bite +15* (3d6+28) or Ranged Web +7 (grapple) Fighting Space 5x2; Reach 2 squares Base Atk +9; Grp +34 Atk Options: Web ----------------------------------------------------------- Abilities Str 31, Dex 7, Con 28, Int 3, Wis 8, Cha 2 Special Qualities: Camouflage, Darkvision, Lightsabre diffusion Feats: Power Attack, Skill Focus (Perception), Skill Training (Climb, Stealth, Survival) Skills: Climb +21, Perception +15 (may reroll, must keep second result), Stealth -6 (+4 in dark conditions), Survival +10 ----------------------------------------------------------- Camouflage: Taozin gain a +10 bonus to Stealth check made in dark conditions due to their naturally translucent nature. Lightsabre Diffusion: In addition to retaining its Damage Reduction against lightsabres, when a taozin is struck by a lightsabre, the energy from the blade "splashes" in all directions. This deals normal lightsabre damage to every target within 1 square of the taozin (this functions as a normal area attack). Web: Taozin can spew an adhesive web at its prey as a ranged attack (use pistol ranges). The web covers a 4x4 square area and functions like an area attack against the Reflex Defence of everything in the target area. Creatures hit by the web are effectively pinned. If they succeed at an opposed Grapple check they can escape with a DC20 Strength check or DC25 Acrobatics check as a full round action. If the web is set on fire, it burns away in 1d4+1 rounds. Anything still trapped in the burning web takes 2d4 damage each turn. *Includes 4 points of Power Attack
These things flit from Bogden moon to Bogden moon, thanks to the periodic overlapping of atmospheres. You'll see them overhead in the Bounty Hunter video game:
Bogden ReptavianCL 4 Medium beast 5 Init +6; Senses Perception +2 Defenses Ref 19 (flat-footed 15), Fort 11, Will 10 hp 28; Threshold 11 Speed fly 8 squares, walk 4 squares Melee ram (charge attack) +11 (1d6+1) plus Bantha Rush or Melee bite +7 (1d6+1) FightingSpace 1x1; Reach 1 square BaseAtk +3; Grp +4 Abilities Str 13, Dex 18, Con 12, Int 2, Wis 11, Cha 10 Feats Powerful Charge, Weapon Finesse Skills Survival +7 Howl – As a StAct, make an Atk roll at 1d20+6 vs. Will of all targets within 12 sq. to move target -1 step on CondTrack. A single target cannot be affected by more than one reptavian’s howl per turn. If this ability pushes the target to the end of the CondTrack, instead of falling unconscious, target falls prone and may not take any actions. This is a mind-affecting effect.
I'm not sure if Darth_Scorpion wants homebrewed creatures in this thread, or just fan-made stats for canon creatures. I'll let our venerable OP decide what to do with these...they're modeled after the creatures from Dune...I'm sure there's some analog for them in the Star Wars mythos somewhere:
Behold! The carrion beasts of Bogden's burial moon of Kholma!
Giant Sand EelCL 7 Colossal beast 8 (treated as a large beast because only its foremost segments protrude from the ground when it attacks) Init +13; Senses Perception +6 Defenses Ref 21 (flat-footed 17), Fort 14, Will 12 hp 70; Threshold 19 Speed 8 squares underground ** Melee tongue +10 (Grp +15, 1d6+4) and bite (2d8+4) FightingSpace 2x2; Reach 5 squares BaseAtk +6; Grp +15 Abilities Str 18, Dex 18, Con 18, Int 2, Wis 14, Cha 10 Feats Pin, Crush, Mighty Swing (spend 2 SwActs to deal +1 die of damage on next melee attack in same round) Skills Initiative +13 Undermining - Because the Giant Sand Moray disturbs the surface of any land it undermines, all of the creatures threatened squares are “difficult terrain,” doubling the cost of moving into the square. Ambush - A giant sand moray deals an extra 2d6 against flatfooted opponents with its grapple attacks. ** The Sand Moray may spring up from underground as a move action, but only its foremost segments protrude from the sand; its lower segments remain beneath the ground and the creature may not move in this position. It must spend a move action to return underground before being able to move laterally again.
[T]he gharzr is statted in the RCR UA, but I don't have that book on hand and I have no idea how similar mine is to it. This version and its abilities are entirely based on the description found in Darth Bane: Rule of Two...
Gharzr are predators native to the demon moon of Dxun. Standing at 1.5 metres tall and weighing 300 kilograms, gharzr are covered in metallic grey fur flecked with tiny bronze plates; possess luminous green feline eyes and two serpentine tails, each equipped with a barb dripping in glowing green venom. Darth Bane ran afoul of a gharzr whilst making his way to the tomb of Freedon Nadd.
Gharzr CL9 -probably CL10... Medium Beast 10 Init +9; Senses: Low-light vision, scent, Perception +2 ----------------------------------------------------------- Defences Ref 22 (Natural Armour +8, Flat-footed 18), Fort 12, Will 12 HP 71; Threshold 12 ----------------------------------------------------------- Speed 8 squares Melee Bite +12 (1d6+10) and 2 Claws +12 each (1d4+10) and 2 Stings +12 each (1d4+10 plus poison) Fighting Space 1 square; Reach 1 square Base Atk +7; Grp +12 Atk Options: Poison ----------------------------------------------------------- Abilities Str 20, Dex 18, Con 14, Int 2, Wis 14, Cha 8 Special Qualities: Low-light vision, Occluded senses, Scent Feats: Skill Focus (Stealth), Skill Training (Jump, Perception) Skills: Initiative +9, Jump +15, Perception +12, Stealth +19 ----------------------------------------------------------- Leap Attack: As a full-round action, a gharzr can make a leap attack at the end of a charge of at least 2 squares in distance. This leap attack allows it to make two separate claw and sting attacks against a single opponent. Occluded Senses: Gharzr are exceptionally difficult to detect with the Force. A DC25 (DC30 with total cover) Use the Force check is required to detect a gharzr when using the Sense Surroundings application. Poison: If the stingers of a gharzr deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the targets Fortitude Defence, the target takes 3d6 points of acid 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. The poison attacks each round until cured with a successful DC25 Treat Injury check. Scent: Gharzr ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking.
Official stats for the Dxun Tomb Beast appear on page 136 of the Jedi Academy Training Manual (as a CL 8 creature). Darth_Scorpion's CL 4 version came first:
The tomb beast is a SE rebuild based on the OCR DSSB stats...
Native to Dxun, tomb beasts are powerfully muscled reptillian predators covered in thick armour. A jagged, bony spike juts out of the lower jaw, which the tomb beast uses to gore opponents in battle - a strategy all the more effective as bacteria and microbes infest the rotting flesh on the spike, acting as a primitive poison. Exar Kun slaughtered one such creature near the tomb of Freedon Nadd.
Tomb Beast CL4 Huge Beast 5 Init +9; Senses: Low-light vision, Perception +3 ----------------------------------------------------------- Defences Ref 15 (Natural Armour +5, Flat-footed 13), Fort 17, Will 11 HP 65; DR 2, Threshold 27 ----------------------------------------------------------- Speed 6 squares, 7 squares (climb) Melee Gore +12* (2d6+15 plus poison) and 2 Claws +12* each (1d8+15) Fighting Space 3x3; Reach 1 square (gore), 2 squares (claws) Base Atk +3; Grp +24 Atk Options: Poison ----------------------------------------------------------- Abilities Str 32, Dex 14, Con 24, Int 2, Wis 12, Cha 10 Special Qualities: Low-light vision, Mountain adaptation Feats: Power Attack, Skill Training (Initiative) Skills: Climb +23, Initiative +9, Jump +18, Perception +3, Stealth -6 ----------------------------------------------------------- Mountain adaptation: Tomb beasts are well adapted to mountainous terrain. They gain a +5 species bonus to both Climb and Jump checks. Poison: If a tomb beast deals damage to a living target with its gore attack, the target is also poisoned. If the poison succeeds on an attack roll (1d20+5) 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. The poison attacks every minute until cured with a successful DC15 Treat Injury check. *Includes 2 points of Power Attack