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Star Wars® The Praxeum The University of Sanbra's Guide to Xenobiology
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3 years ago  ::  Nov 30, 2009 - 11:35AM #91
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Darth_Scorpion gives us the Ice Scrabbler:

Mar 23, 2009 -- 1:54AM, Darth_Scorpion wrote:


Here [is] another ... creature[ ] converted from RCR to SE:

Ice Scrabbler (from the Dragon-slug article) built with an 18 point buy:

A small, scavenging vermin with exceptionally acute olfactory senses, the ice scrabbler eventually becomes a nuisance to any sentient who spends much time on Hoth. The little creatures can sniff food out no matter how well the packages are sealed. During their relatively brief stay at Echo Base, Alliance staffers were constantly besieged by the pests, as the scrabblers got into nearly every foodstore and storage bin on the base. A favourite snack of the terrible wampa, the tenacious little scavengers are believed to have been what caused the predators to converge on the Rebel base as they did.

Ice Scrabbler CL1
Tiny Acrtic Beast 2
Init +6; Senses: Perception +2
-----------------------------------------------------------
Defences Ref 17 (Natural Armour +0, Flat-footed 12), Fort 9, Will 11
HP 12; Threshold 9
-----------------------------------------------------------
Speed 5 squares, 4 squares (burrowing)
Melee Bite +0 (1d3+5)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp -4
-----------------------------------------------------------
Abilities Str 8, Dex 20, Con 8, Int 2, Wis 12, Cha 8
Special Qualities: Scent, Vicious
Feats: Skill Training (Climb)
Skills: Climb +5, Initiative +6, Perception +2, Stealth +16, Survival +7 (may reroll in arctic conditions, keeping better result)
-----------------------------------------------------------
Scent: Ice Scrabblers ignore concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking.
Vicious: Ice Scrabblers have particularly strong jaws. They gain a +5 damage bonus to their Bite attacks.





FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Nov 30, 2009 - 11:36AM #92
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Darth_Scorpion gives us the Kurkuoth:

Mar 23, 2009 -- 1:54AM, Darth_Scorpion wrote:


Here [is] another ... creature[ ] converted from RCR to SE:

*  *  *

Kurkuoth CL2
Tiny Vacuum Beast 3
Init +5; Senses: Darkvision, Perception +7
-----------------------------------------------------------
Defences Ref 18 (Natural Armour +2, Flat-footed 14), Fort 12, Will 11
HP 24; Threshold 12
-----------------------------------------------------------
Speed 4 squares, 4 squares (climb)
Melee Bite +1 (1d3) and
Shock Bite +1 (3d4+1d3)
Fighting Space 1 square; Reach 1 square
Base Atk +2; Grp -4
-----------------------------------------------------------
Abilities Str 8, Dex 18, Con 14, Int 1, Wis 13, Cha 8
Special Qualities: Darkvision, Shock Bite, Vacuum Survival
Feats: Skill Training (Climb, Perception)
Skills: Climb +5, Initiative +5, Perception +7, Stealth +15, Survival +7
-----------------------------------------------------------
Shock Bite: Kurkuoth can deliver a hard electrical jolt with its bite, enough to kill a normal human. Every 1d4 rounds, in addition to its bite damage, the kurkuoth deals 3d4 points of energy damage.
Vacuum Survival: Kurkuoth possess a silicon-based physiology that prevents them from taking damage when exposed to vacuum




FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Nov 30, 2009 - 11:45AM #93
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Darth_Scorpion gives us the Wurrek:

Mar 23, 2009 -- 1:54AM, Darth_Scorpion wrote:


Here [is] another ... creature[ ] converted from RCR to SE:

*   *   *

Wurrek CL4*

Small Subterranean Beast 5
Init +6; Senses: Darkvision, Perception +9 (may reroll, must keep second result)
-----------------------------------------------------------
Defences Ref 18 (Natural Armour +3, Flat-footed 14), Fort 10, Will 12 (17 against Use the Force)
HP 30; Threshold 10
-----------------------------------------------------------
Speed 5 squares, 6 squares (climb)
Melee 4 Bites +3 (1d4+2) each
Ranged Blaster Pistol* +7 (3d6)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +2
-----------------------------------------------------------
Abilities Str 10, Dex 18, Con 10, Int 6, Wis 14, Cha 9
Special Qualities: Darkvision, Force Resistance, Frenzy, Scent
Feats: Combat Reflexes, Skill Training (Perception)
Skills: Climb +7, Initiative +6, Perception +9 (may reroll, must keep second result), Stealth +11
-----------------------------------------------------------
Force Resistance: Wurreks gain a +5 species bonus to Will Defence against any Use the Force check.
Frenzy: If a wurrek ingests narcotic spice, it immediately enters a frenzied state and cannot leave it unless it is killed. While frenzied, a wurrek gains a +2 rage bonus on melee attack rolls and melee damage rolls. Further, the wurreks Constitution score increases by 5 and its Intelligence score decreases by 2.
Scent: Wurreks ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and take no penalty from poor visibility when tracking.
*The wurrek will only use a blaster pistol whilst in a frenzied state - if it possesses a blaster pistol, its CL increases by 1




FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Dec 03, 2009 - 4:51AM #94
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Hi - I am still around, but I've had absolute chaos in my life recently...

Nice work and when I have time (no idea when that will be), I'll edit the first post to give the links for the newly posted stat blocks and this post to include one.

Sorry about this...


EDIT: The master listing has now been updated and as promised, here is a stat block from Pink_Jedi_Ranger's Dxun beast collection:

Adult Drexl
Adult Drexl CL20 (at least...)
Colossal Airborne Beast 20
Init +16 (may reroll, must keep second result); Senses: Low-light Vision; Perception +17
------------------------------------------------------------------------------------------------------------
Defences Ref 21 (Natural armour +20, Flat-footed 20), Fort 28, Will 12*
HP 500; DR 20; Threshold 78
*Add Rider's Will Defence against Fear effects
------------------------------------------------------------------------------------------------------------
Speed 12 squares, 16 squares (fly)
Melee 2 Claws +35 each (3d6+30) and
Melee Bite +35 (4d6+30) and
Melee Tail Slam +35 (3d6+30)
Fighting Space 10x10; Reach 3 squares
Base Atk +15; Grp +55
Atk Options Crush, Pin, Power Attack, Powerful Charge, Running Attack, Triple Crit (natural weapons)
------------------------------------------------------------------------------------------------------------
Abilities Str 50, Dex 13, Con 46, Int 4, Wis 14, Cha 14
Special Qualities: Airborne Traits, Low-light Vision, Shared Mind, Swallow Whole, Terrifying Presence
Feats: Crush, Pin, Power Attack, Powerful Charge, Running Attack, Skill Training (Perception), Triple Crit (natural weapons)
Skills: Initiative +16 (may reroll, must keep second), Perception +17, Persuasion +22 (can only be used to intimidate)
------------------------------------------------------------------------------------------------------------
Shared Mind*: Drexl and Rider add the other's Will Defence to their own when faced with any fear effect.
Swallow Whole: An Adult Drexl may immediately make a bite attack against a pinned foe of Huge Size or smaller in addition to the normal claw damage granted by the Crush feat.
Terrifying Presence: A Drexl can make an untrained Persuasion check to intimidate foes at a +10 bonus.
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3 years ago  ::  Dec 04, 2009 - 12:49AM #95
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Leaving no grain of sand unturned, Darth_Scorpion scours the old RCR Secrets of Tatooine for the Mole Serpent.  Thank you, DS!:

Mar 17, 2009 -- 2:11AM, Darth_Scorpion wrote:


You're welcome.

For those of you who had the OCR supplement Secrets of Tatooine, you may remember the Mole Serpent from the mini-adventure supplied (pages 93-94). Here it is converted to SE, again from Level '0' upwards (25 point buy, Level increases for Dex, Con and Int, First level trained skill is Stealth):

Ranging from 10-18 metres long, the Mole Serpent is found on a little known planet in the Kathol Sector. Its snake-like body is covered with chitinous plating and short, horn-like projections erupt at regular intervals.
Mole Serpents dwell almost entirely below the ground, burrowing in search of surface prey before launching itself out of the ground to strike.
The Mole Serpent is capable of burrowing through various soft materials at speed, but cannot cope with rock or metal. Note that the movement of a Mole Serpent does not create a passable tunnel, but the ground is decidedly softer behind it.


Mole Serpent CL11
Gargantuan Subterranean Beast 12
Init +5; Senses: Darkvision, Perception +11
-----------------------------------------------------------
Defences Ref 17 (Natural Armour +12, Flat-footed 17), Fort 27, Will 11
HP 260; Threshold 47
-----------------------------------------------------------
Speed 6 squares, 6/4/2 squares (burrowing soft/normal/compacted ground)
Melee Bite +17* (3d6+26/x3) and
Slam +17* (2d6+26)
Fighting Space 2 x 8 Reach 2 squares
Base Atk +9; Grp +38
Atk Options: Devour, Triple Crit (Bite)
-----------------------------------------------------------
Abilities Str 38, Dex 9, Con 42, Int 2, Wis 10, Cha 8
Special Qualities: Darkvision, Subterranean Camouflage, Tremorsense
Feats: Improved Defences, Power Attack, Skill Focus (Stealth), Skill Training (Perception), Triple Crit (Bite)
Skills: Initiative +5, Perception +11 (May reroll, must keep second result), Stealth +15 (+0 Above ground)
-----------------------------------------------------------
Devour: If a Mole Serpent 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, the serpent can begin devouring its target. Any creature being devoured takes 1d6+11 points of damage each round it is in the serpents maw. When the creature reaches 0 Hit Points, it is swallowed by the Mole Serpent and continues to take 1d6 points of acid damage each round.
Subterranean Camouflage: A Mole Serpent ignores its size modifier when it makes Stealth checks underground.
Tremorsense: A Mole Serpent automatically senses the location of anything that is in contact with the ground and within 12 squares (no Perception check required).
*Includes 6 points of Power Attack


In an RCR campaign I was participating in, this creature was sicced on us - it was noted for being one of the only opponents that could hit and significantly damage our Dex-monkey Noghri Jedi/Force Adept/Soldier!




FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Dec 04, 2009 - 12:53AM #96
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Hammersolo gave his stamp of approval to these Toccat stats by Darth_Scorpion:

Mar 16, 2009 -- 1:55AM, Darth_Scorpion wrote:

Found in the sweaty jungles of Darlyn Boda, the Toccat is an ugly beast with four hooves, a long pink snout and a barrel-shaped body covered with black bristly hair. Reading Toccat entrails to predict the future is big business among Darlyn Boda haruspexes.

Toccat CL3
Medium Beast 4
Init +4; Senses: Perception +7
-----------------------------------------------------------
Defences Ref 16 (Natural Armour +4, Flat-footed 14), Fort 12, Will 10
HP 34; Threshold 12
-----------------------------------------------------------
Speed 10 squares
Melee Bite +4* (1d6+5) and
Gore +4* (1d6+5)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +6
-----------------------------------------------------------
Abilities Str 16, Dex 14, Con 14, Int 2, Wis 10, Cha 10
Feats: Power Attack, Skill Training (Perception)
Skills: Initiative +4, Perception +7, Stealth +4, Survival +7
-----------------------------------------------------------
*Includes 2 points of Power Attack

The Toccat has been made with a 25 point buy (level increase is Cha) and its trained skill is Survival at first level.


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Dec 04, 2009 - 12:59AM #97
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Darth_Scorpion gave us the Ro Hypa:

Mar 16, 2009 -- 1:55AM, Darth_Scorpion wrote:

The Ro hypa is best described as a snake with tentacles. It writhes across the deserts of Matou (and the arid regions of other Greater Javin planets) on its four boneless limbs, inducing panic in those who glimpse its red and black scales. Ro hypa venom breaks down the molecular cohesion of blood, converting it into a gas in an indescribably painful transmutation.

Ro hypa CL5
Small Desert Beast 6
Init +13; Senses: Low-light vision, Perception +4
-----------------------------------------------------------
Defences Ref 17 (Natural Armour +0, Flat-footed 12), Fort 12, Will 12
HP 42; Threshold 12
-----------------------------------------------------------
Speed 10 squares
Melee Bite +4 (1d4+1 plus poison)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +4
Atk Options: Poison
-----------------------------------------------------------
Abilities Str 6, Dex 20, Con 12, 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 a 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.

Like the Toccat, the Ro hypa has been made with a 25 point buy (before size modifiers, level increase is Cha) and its trained skill is Survival at first level....I think I converted the RCR version reasonably well into SE (Poisons that did Ability point damage do now seem to move targets down the condition track)....[T]his was especially difficult. This version would be fatal within 3-5 hours depending on the Fort Defence of the target, which is similar to the original version. I wasn't sure about making it do standard damage in addition to condition track effects (this is a heavily altered version of Kohun venom from TotG) as it is dangerous enough already...


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Dec 04, 2009 - 1:04AM #98
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,923
Darth_Scorpion gave us the Dragon Slug, as he put it, "built from the ground up in SE using a 25 point buy":

Dragon_Slug.jpg

Mar 10, 2009 -- 2:03AM, Darth_Scorpion wrote:



More than fifty metres long and capable of spitting gouts of flame, the Dragon Slug is in the top tier of the galaxy's most dangerous animals. Its snake-like body is covered with a rugged, mottled hide (except for its smooth white belly) and stumpy, vestigal legs extend from its trunk approximately every three metres.
Dragon-slugs are solitary animals who live underground, though clusters of them are sometimes found around a ready food source. The creatures are omnivorous and will devour trespassers, but their favourite food is the phosphorescent fungus known as lumi-spice.
Dragon-slugs are found on Hoth and other worlds throughout the galaxy.


Dragon Slug CL11
Colossal Arctic Beast 12
Init +5; Senses: Low-light vision, Perception +13
-----------------------------------------------------------
Defences Ref 11 (Natural Armour +11, Flat-footed 11), Fort 28, Will 12
HP 300; DR 15; Threshold 78
-----------------------------------------------------------
Speed 12 squares, 6 squares (burrowing)
Melee Bite +20* (4d6+31) and
Slam +20* (3d6+31)
Ranged Flamethrower +9 (3d10, 6 square cone)
Fighting Space 6 x 12; Reach 2 squares, 6 squares (flamethrower)
Base Atk +9; Grp +47
Atk Options: Flamethrower, Devour
-----------------------------------------------------------
Abilities Str 47, Dex 8, Con 47, Int 3, Wis 14, Cha 10
Feats: Improved Defences, Point Blank Shot, Power Attack, Skill Training (Perception), Skill Training (Stealth)
Skills: Initiative +5, Perception +13, Stealth -10, Survival +13 (may reroll and keep second result in arctic conditions)
-----------------------------------------------------------
Flamethrower: The Dragon-slug can spew a jet of fire at its enemies once every 1d6+2 rounds, dealing 3d10 points of damage to everything within the 6 square cone. Standard rules for flamethrowers apply.
Devour: As Krayt Dragon, Greater (p114 TotG)
*Includes 7 points of Power Attack


[T]he extra feat came from the fact that all creatures gain 1 trained skill at first level and I include it as a 'virtual feat' in the stat block....The Dragon Slug wasn't trained in Initiative as it didn't feel right, so I gave it Survival as its first level trained skill as I felt it more appropriate...


FAN-MADE SAGA ED. ADVENTURES Scores of free, fan-made Star Wars adventures for Saga Ed.
DATHOMIR FIELD GUIDE A Saga Ed. sourcebook for adventures set on Dathomir
LIVE ACTION FILM CHARACTERS SOURCEBOOK Saga stats for hundreds of characters from the live action films
"ALL-PURPOSE" SAGA EDITION SOURCEBOOK Saga stats for NPCs, droids, ships/vehicles, weapons/gear, etc.
SAGA EDITION SPECIES SOURCEBOOK Official & fan-made Saga stats for your favorite species
THE CENTRALITY: A SAGA EDITION GUIDE AND GAZETTEER As featured in The Lando Calrissian Adventures
THE CORPORATE SECTOR SOURCEBOOK As featured in Brian Daley's Han Solo novels and original edition of the Star Wars RPG
SAGA EDITION CRIB SHEETS Various fan-made Saga Ed. Crib Sheets for players & GMs
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3 years ago  ::  Dec 08, 2009 - 2:34PM #99
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
RobShanti - homebrew beast's are perfectly fine. I'll put an 'Infinities' qualifier beside them in the master list to distinguish them, as I'd imagine that alot of GM's make their own beasts up anyway.


Pink_Jedi_Ranger gives us one of the 'pests' of Dxun in the Cannok:

Cannok
Cannok CL4
Small Jungle Beast 5
Init +9; Senses: Low-light Vision; Perception +8
------------------------------------------------------------------------------------------------------------
Defences Ref 18 (Natural armour +5, Flat-footed 16), Fort 13, Will 11
HP 47; Threshold 13
------------------------------------------------------------------------------------------------------------
Speed 4 squares
Melee Bite +5 (1d4+4) and
Melee Slam +5 (1d3+4)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp +0
Atk Options Ramming Attack
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 15, Con 16, Int 1, Wis 12, Cha 8
Special Qualities: Low-light Vision, Ramming Attack
Feats: Skill Training (Perception), Skill Training (Survival)
Skills: Initiative +9, Perception +8, Survival +8
------------------------------------------------------------------------------------------------------------
Ramming Attack: When a Cannok makes a successful slam attack at the end of a charge, compare the attack result to the target's Fortitude Defence. If it is higher, the target falls prone. This only works if the target is medium-sized or smaller.
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3 years ago  ::  Dec 08, 2009 - 2:45PM #100
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Pink_Jedi_Ranger gives us one of the predators of Dxun in the Maalraas:


Maalraas
Maalraas CL5

Medium Jungle Beast 6
Init +8; Senses: Heightened Awareness, Low-light Vision, Scent; Perception +11
------------------------------------------------------------------------------------------------------------
Defences Ref 21 (Natural armour +6, Flat-footed 16), Fort 13, Will 13
HP 53; Threshold 13
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +6 (1d6+5) and
Melee Claw +6 (1d4+5)
Fighting Space 1 square; Reach 1 square
Base Atk +4; Grp +9
Atk Options Ambush, Crush, Pin
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 20, Con 16, Int 2, Wis 16, Cha 8
Special Qualities: Ambush, Heightened Awareness, Low-light Vision, Scent
Feats: Crush, Pin, Skill Training (Stealth)
Skills: Perception +11 (may reroll, must keep second), Stealth +13
------------------------------------------------------------------------------------------------------------
Ambush: A maalraas deals +2d6 points of damage with its natural weapons against a flat-footed opponent.
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