I'm not 100 % sure who gave us the stats of the Oskan Blood Eater as the user is now noted as zombiegleemax, but I think it may have been xstormtrooperx who did so. Anyway, here are the stats:
EDIT: Prom kindly PM'ed me a description for this creature as well today, so I've included that information below.
Description This horrific creature has a huge, sucker-like mouth and large, slashing claw-like arms. They had two large hooves on each foot and four arms, each ending in a blade-like claw.
Knowledge (Life Sciences) DC 10 Oskan blood eaters were bipedal carnivores found on a variety of planets, often used as guards for penal colonies. Blood eaters were notable for the gruesome way they killed and ate their prey. They would attack by slashing their prey to bits with their four large, slashing claws, leaving nothing more than a pile of flesh and blood. They would then lower their heads, and drink the remains through their perforated mouths.
DC 15 The Oskan Blood eater. They also have an insatiable appetite. Quite often, the simple sight of a humanoid creature will send the Oskan blood eater into a feeding frenzy. Many xenoarchaeologists and xenobiologists believe that the Oskan Blood Eater was artifically developed at some point in the past, pointing to the lack of mythological or historical data from the civilizations of the planets on which they live. There was little variation between individual blood eaters, partly because they reproduced through a parthenogentic process which made every blood eater almost genetically identical to its mother, and partly because of an efficient mutation correction mechanism in their cells. Despite this, they could thrive in a variety of environments on many worlds.
DC 20 These creatures have only rudimentary sensory systems, but are extremely stubborn and will track their prey for several weeks. They fed on any animal with oxygenated blood, preferring large mammalian creatures such as Humans and humanoids. Although they were found in several different systems, blood eaters did not appear in the mythologies of any planet, as carnivores of their size would be expected to.
DC 25 The Empire distributed propaganda that these creatures were created by the Old Republic, in an effort to hide the truth: the Oskan Blood Eaters were the result of a secret Imperial project.
Oskan Blood Eater CL5 Medium Beast 6 Init +2; Senses: Scent; Perception +2 ------------------------------------------------------------------------------------------------------------ Defences Ref 14 (Natural Armour +5, Flat-footed 14), Fort 14, Will 9 HP 57; Threshold 19 ------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee 4 Claws +9 each (1d6+8) Fighting Space 2x2; Reach 2 squares Base Atk +4; Grp + 13 Atk Options: Cleave, Frenzy, Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 20, Dex 8, Con 18, Int 2, Wis 9, Cha 6 Special Qualities: Frenzy, Scent Feats: Cleave, Power Attack, Toughness Skills: Survival +7 ------------------------------------------------------------------------------------------------------------ Frenzy: The sight of a humanoid or other living creature with blood causes the blood eater to go into a frenzy. This frenzy adds +3 rage bonus on melee attack rolls and melee damage rolls. The frenzy is otherwise similar to the Reek's Rage special quality (SECR pg. 275). Scent: The Oskan Blood Eater ignores concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking.
Zenzei gives us his version of the Gundark (official stats can be found in TotG, pg. 109):
Gundark CL9 Medium Beast 10 Init +8; Senses: Low-light Vision, Scent; Perception +12 ------------------------------------------------------------------------------------------------------------ Defences Ref 19 (Natural Armour +6, Flat-footed 16), Fort 14, Will 12 HP 85; Threshold 19 Immune Fear effects ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee 4 Claws +11 each (1d4+10) and Melee Bite +11 (1d6+10) Fighting Space 1 square; Reach 1 square Base Atk +6; Grp + 16 Atk Options: Crush, Pin, Rend, Running Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 20, Dex 16, Con 18, Int 6, Wis 14, Cha 10 Special Qualities: Fearless, Powerful Grip, Low-light Vision, Rend, Scent Feats: Crush, Improved Damage Threshold, Pin, Running Attack Skills: Climb +15, Perception +12 ------------------------------------------------------------------------------------------------------------ Fearless: Male gundarks are immune to fear effects. Powerful Grip: Gundarks receive +5 racial bonus to all Grapple and Climb checks. Rend: If a Gundark hits with at least two of it claws in the same turn, it rends its opponent for additional 2d6 points of damage. Scent: The Gundark ignores concealment and cover when making Perception checks to notice opponents within 20 squares, and take no penalty from poor visibility when tracking.
Zenzei also gave us these stats for the Geonosian Hydra (not to be confused with the "Battle Hydra" on page 131 of the Jedi Academy Training Manual):
Geonosian Hydra, Three-HeadedCL 11 Huge beast 12 Init +7; Senses Darkvision; Perception +6 ________________________________________ ______________________ Defenses Ref 17(flat-footed 16), Fort 18, Will 10, Natural Armor 8 Hp 150; DR 5; Threshold 30 Immune N/A ________________________________________ ______________________ Speed 6 squares, climb 6 squares Melee 3 bites +17 (2d6+14) Ranged spit +10 (2d6+6) Fighting Space 3x3; Reach 2 squares Base Atk +9; Grp +27 Atk Options Cleave, Crush, Pin, Power Attack, Spit ________________________________________ ______________________ Abilities Str 26, Dex 12, Con 26, Int 2, Wis 10, Cha 10 Feats Cleave, Crush, Pin, Power Attack, Skill Focus (Jump) Skills Climb +19, Jump +34 ________________________________________ ______________________ Damage Reduction 5-(SECR p.158) Wing-aided jump-Geonosian hydra has wings that don't allow it to fly but grant it +10 bonus to jump checks. Spit-If hydra hits with this burning adhesive the target moves down one step on condition track.
The Geonosian Hydra is a massive carnivorous predator resembling a hybrid between insect and dragon. It's native to Geonosis but has been exported by Hutt crimelords to number of other wasteland worlds, such as Tatooine. In combat the hydra bites fiercely with its powerfull mandibles and picks up the prey, it then shakes its head violently causing massive injuries. Those lucky few who have survived an encounter with hydra claim it also can spit slimy adhesive that burns like strong acid.
The forums member who needs no introduction -- RavingDork -- gave us his stats for the same:
Defenses Ref 17 (flat-footed 15), Fort 15, Will 10 (-2 size, +7 natural, +2 Dex) hp 66; DR 5; Threshold 25 Immune mild, moderate, and severe radiation
Speed 6 squares, climb 6 squares Melee bite +17 (2d6+13) and bite +17 (2d6+13) and bite +17 (2d6+13) Base Atk +5; Grp +25 Fighting Space 3x3; Reach 2 squares
Abilities Str 30, Dex 14, Con 20, Int 6, Wis 10, Cha 9 Feats Combat Reflexes, Skill Training (Climb), Skill Training (Perception)*, Power Attack Skills Climb +18, Initiative +10, Perception +8 (can reroll, taking the better result)
A bizarre creature, the Geonosian hydra conforms to the image of multi-headed dragons of legend. These massive creatures roam Geonosis in search of food, primarily attacking Geonosian in their hives. Their bodies resemble Geonosians than they do the scaly, lizard-like dragons, with three (or more) mantis-like heads, and hard chitinous bodies.
The following information was culled by prolific forums member Prom from a few different internet sources and turned into a knowledge check table, with interstices filled in by Prom himself:
Geonosian Hydras
Description
A massive three headed creature resembling a hybrid between insect and dragon.
Knowledge Life Sciences
DC 10 The Geonosian Hydra is a massive carnivorous predator, that is part insect and dragon. They were sometimes used as the main event in Geonosian gladiatorial fights, where they would be pitted against a large number of armed gladiators. It's native to Geonosis but has been exported by Hutt crime-lords to number of other wasteland worlds, such as Tatooine.
DC 15 The Geonosian Hydras can have more than three heads-which would not be considered a mutation. Hydras were amphibious and lived beneath the few seas on Genosis, like the Ebon Sea. As a result, it is presumed the species is rare on Geonosis.
DC 20 Geonosian hydras preyed upon less defended Geonosian hives.
DC 25 In combat the hydra bites fiercely with its powerful mandibles and picks up the prey, it then shakes its head violently causing massive injuries. Those lucky few who have survived an encounter with hydra claim it also can spit slimy adhesive that burns like strong acid.
And not to be outdone, DeciusNero gave us his Geonosian Hydra at CL 7 (although I think that should be CL 6):
Defenses Ref 17 (flat-footed 15), Fort 15, Will 10 (–2 size, +7 natural, +2 Dex) hp 66; DR 5; Threshold 25 Immune mild, moderate, and severe radiation
Speed 6 squares, climb 6 squares Melee bite +17 (2d6+13) and bite +17 (2d6+13) and bite +17 (2d6+13) Base Atk +5; Grp +25 Fighting Space 3x3; Reach 2 squares
Abilities Str 30, Dex 14, Con 20, Int 6, Wis 10, Cha 9 Feats Combat Reflexes, Skill Training (Climb), Skill Training (Perception)*, Power Attack Skills Climb +18, Initiative +10, Perception +8 (can reroll, taking the better result)
A bizarre creature, the Geonosian hydra conforms to the image of multi-headed dragons of legend. These massive creatures roam Geonosis in search of food, primarily attacking Geonosian in their hives. Their bodies resemble Geonosians than they do the scaly, lizard-like dragons, with three (or more) mantis-like heads, and hard chitinous bodies.
Zenzei was on a roll in July of 2007; here's his Tusk Cat:
Tusk CatCL 2 Large beast 4 Init +4; Senses Low-Light Vision; Scent; Perception +7 ________________________________________ ______________________ Defenses Ref 12(flat-footed 10), Fort 14, Will 10, Natural Armor 0 Hp 34; Threshold 14 Immune N/A ________________________________________ ______________________ Speed 8 squares Melee 2 claws +7 (1d6+6) and bite +7 (1d8+6) Fighting Space 2x2; Reach 1 square Base Atk +3; Grp +7 Atk Options Pounce ________________________________________ ______________________ Abilities Str 18, Dex 15, Con 18, Int 2, Wis 10, Cha 10 Feats Powerful Charge, Skill Focus (Stealth) Skills Perception +7, Stealth +14 ________________________________________ ______________________ Pounce-Tusk cat can make full attack, 2 claws and bite, at the end of a charge but all attacks take -5 penalty.
Also, "Darth ObiWan" from the d20radio.com forums statted his own CL 5 version of the Tusk Cat in a dedicated thread there:
Tusk-CatCL 5 Large Beast 6 Init +6; Senses: Perception +10 Defenses: Ref 13 (Flatfooted 12), Fort 13, Will 6 HP 40; Threshold 18 Speed: 12 squares Melee: Claws +9 (1d6+8) or Melee: Bite +9 (1d6+8) or Melee: Claws +5 (1d6+12) (with 4 points of Power Attack) or Melee: Bite +5 (1d6+12) (with 4 points of Power Attack) FightingSpace 2x2; Reach 2 sq BaseAttack +4; Grapple +14 Abilities: STR 20, DEX 17, CON 16, INT 2, WIS 2, CHA 8 Feats: Skill Focus (Perception); Power Attack; Skill Training (Stealth) Skills: Initiative +6; Perception +10; Stealth +6
Prolific forums member Prom culled the following information from a few different internet sources and turned it into a knowledge check table, with interstices filled in by Prom himself...
Tusk Cat
Description
A large fawn-coloured Cat with tusks growing from the jaw.
Knowledge Life Sciences
DC 10 The tusk cat is a fawn-colored feline predator found on the world of Naboo and its moon Rori.
DC 15 The tusks were sharp and could be used to hunt, and for protection. On Naboo, tusk cats often preyed upon smaller animals such as the Peko-peko. Despite their predatory nature, the larger ones could be tamed and ridden for recreation and to serve as a mount for the Royal Naboo Security forces. Domesticated tusk cats were also used as mounts by shaak herders tending to their grazing herds.
DC 20 Unlike most tusked animals, the tusks of a tusk cat did not grow from their upper jaw, but were completely external from the oral cavity, and actually grew from their lower jaw.
Bandigo CL 3 Medium desert predator 4 Init +2; Senses scent; Perception +2 __________________________________________________ Defenses Ref 17 (flat-footed 15), Fort 12, Will 10 Hp 26; Teshold 12 __________________________________________________ Speed 8 squares Melee 2 claws + 7 (1d4+6) and Bite + 7 (1d6+6) Ranged throwing rocks +5 (1d3+6) Fighting Space 1 square; Reach 1 square Base Atk +3; Grp +7 ___________________________________________________ Abilities Str 18, Dex 15, Con 14, Int 2, Wis 10, Cha 7 Feats Skill Training (Stealth), Improved Charge Skills Survival +7, Stealth +9. ___________________________________________________ Scent - Like the ability of the Tauntaun on [SECR] page 277 Pounce - If a Bandigo charges a foe, he can make still a full attack.
Forums member gribble gave us the Kath Hound (long before page 223 of the Knights of the Old Republic Campaing Guide did) and its horned subspecies (long before Eric Cagle did in WotC's January 15, 2009, web feature Creatures of KotOR 2, shown under gribble's version):
Here are a few I've created for my campaign (descriptions from wookieepedia). I sort of cheated, in that Kath Hounds are basically wolf-like creates with horns, and Kinrath are basically insectoid/spiders, so I based them on the D&D stats here, and then modified accordingly... seems to be a good way to go when converting/creating beasts.
Kath Hound CL 1 Medium beast 2 Init +3; Senses Perception +2 ----------------------------------------------------------- Defenses Ref 14 (flat-footed 12), Fort 12, Will 11 hp 13; Threshold 12 ----------------------------------------------------------- Speed 8 squares Melee gore (1d6+2) and bite (1d4+2) Fighting Space 1 square; Reach 1 square Base Atk +1; Grp +2 Atk Options Powerful Charge ----------------------------------------------------------- Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6 Feats Powerful Charge Skills Survival +7
Kath hounds were creatures indigenous to the planet Dantooine. They were about the size of a large dog, and were generally not very hostile unless provoked. At one point, the kath hounds started attacking the citizens of Dantooine and were blamed for numerous crimes, including the theft of a protocol droid. When Revan was being re-trained as a Jedi, one of the trials that Dantooine's Jedi Enclave council ordered him to complete was to remove a dark side taint which had made the kath hounds more violent. Kath hounds were also a popular pet for the crime lords of Nar Shaddaa, including Visquis and Vogga the Hutt. When Darth Malak bombarded Dantooine, the kath hound dwindled, and they became rare and prized as pets and guard animals for the wealthy and privileged. It is possible that Juma Juice could be used to put kath hounds to sleep. Vogga the Hutt's pet kath hound's were knocked out this way.
Horned Kath Hound CL 3 Large beast 4 Init +4; Senses Perception +4 ----------------------------------------------------------- Defenses Ref 14 (flat-footed 12), Fort 15, Will 12 hp 42; Threshold 20 ----------------------------------------------------------- Speed 8 squares Melee gore +7 (1d8+6) and bite +7 (1d6+6) or Melee gore +9 (1d8+8) with Powerful Charge Fighting Space 2x2; Reach 1 square Base Atk +3; Grp +13 Atk Options Powerful Charge ----------------------------------------------------------- Abilities Str 19, Dex 15, Con 20, Int 2, Wis 14, Cha 8 Feats Powerful Charge, Toughness Skills Survival +9, Stealth -1
There was also a breed of kath hound called a horned kath hound, which was more aggressive and dangerous than the standard hound. They had two tusks and were slightly larger than normal kath hounds. Certain horned kath hounds were born albino, and the rare albino specimens were the toughest of all kath hound subspecies, possibly because they adapted to their lack of camouflage.
And Eric Cagle's horned variant:
Horned Kath Hound
Horned Kath Hound
CL 6
Medium beast 7 Init +3; Senses Perception +2
Defenses Ref 15 (flat-footed 15), Fort 14, Will 10 hp 52; Threshold 14 Speed 6 squares Melee gore +6* (1d6 + 10) and 2 claws +6* (1d4 + 10) Base Atk +5; Grp +9 Atk Options Bantha Rush, Power Attack Abilities Str 19, Dex 10, Con 16, Int 2, Wis 9, Cha 8 Feats Bantha Rush, Improved Defenses, Power Attack Skills Jump +12 * Includes 3 points of Power Attack
Horned kath hounds are more dangerous and aggressive versions of the mundane kath hound (Knights of the Old Republic, p. 223) found on the planet Dantooine. Horned kath hounds attack with a combination of their horns and sharp claws, reserving their bite for chewing up prey. Horned kath hounds usually travel in their own packs, but some serve as the alpha for a group of regular kath hounds, cowing them into submission. Kath hounds are not subtle hunters and prefer bowling over prey with a mighty charge before goring and clawing their victim to death. They are notoriously tough creatures with thick hides that can deflect all but the best placed attacks.
Horned Kath Hound Encounters
Horned kath hounds appear anywhere on Dantooine where large amounts of prey -- typically iriaz (see below) -- can be found. When hunting, they lurk on the fringes of large herds of prey. Otherwise, they stick to the ravines and low rolling hills of the planet, digging dens to raise their pups. Horned kath hounds are also favored as cruel guard animals or pets by criminals or other individuals who admire the vicious nature of these beasts.
Viper Kinrath CL 2 Medium beast 3 Init +4; Senses Perception +2 (may reroll); naturally blind, tremorsense ----------------------------------------------------------- Defenses Ref 14 (flat-footed 11), Fort 11, Will 11 hp 10; Threshold 11 ----------------------------------------------------------- Speed 6 squares; climb 4 squares Melee sting +5 (1d4 plus poison) Fighting Space 1 square; Reach 1 square Base Atk +2; Grp +2 ----------------------------------------------------------- Abilities Str 11, Dex 17, Con 13, Int 1, Wis 12, Cha 2 Feats Weapon Finesse, Skill Training (Jump) Skills Climb +6 (may reroll, may take 10), Jump +6, Perception +2 (may reroll) ----------------------------------------------------------- Subterranean - May reroll Perception checks, but must keep the second result even if it's worse. Naturally Blind - All opponents are considered to have total concealment to a viper kinrath (unless within 12 squares and negated by tremorsense - see below). All checks and actions that rely on vision fail automatically. Tremorsense - Can detect and pinpoint any creature or object (negating any concealment) within 12 squares in contact with the ground. Expert Climber - May choose to reroll any Climb check, but the result of the reroll must be accepted even if it is worse. In addition, a viper kinrath may choose to take 10 on Climb check, even when distracted or threatened. Poison - A hit with a viper kinrath sting injects the target with poison that makes an attack roll (1d20+5) against the target's Fortitude Defense. If the attack succeeds, the target takes 4d6 damage and moves -1 step along the condition track. If the attack fails the target takes half damage and doesn't move down the condition track. The poison attacks each round until cured with a DC 15 Treat Injury check.
Kinrath were a species of large, non-sentient insectoids. They lived on Dantooine and Kashyyyk, and possibly other planets. They were normally a light yellow-brownish color, but other varietes were slightly differenly colored. One other variety was the viper kinrath, which carried a deadly poison and was tougher than standard kinrath. Kinraths grew to their full size quickly, some hatchlings seen had been nearly the size of adult kinraths. Kinrath seemed to be hive creatures, and a single female kinrath matriarch was the leader of a hive of kinrath. Kinrath had six legs and a leg-like , poisonous appendage coming out of their faces that they used to attack things. All kinrath had no eyes, so they were, of course, blind. They could sense heat, however, and attack whatever they sensed. What stopped them from attacking each other were sweat glands that they had. Their sweat released a stench that only they could smell, and they did not attack things with the smell of their sweat. It was possible to remove the sweat glands from a kinrath to avoid being attacked by them when exploring areas infested with them. Red lightsaber crystals could be naturally generated in unhatched kinrath eggs, instead of being artificially forged.
Large beast 8 Init +7; Senses blind; Perception +10
Defenses Ref 17 (flat-footed 14), Fort 16, Will 11 hp 84; Threshold 21 Speed 6 squares Melee slam +10 (1d6+8) Ranged sting +10 (1d6+8 plus poison) Fighting Space 2x2; Reach 1 square (2 squares, sting) Base Atk +6; Grp +15 Atk Options Combat Reflexes, Point Blank Shot, poison Abilities Str 18, Dex 16, Con 22, Int 1, Wis 13, Cha 6 Feats Combat Reflexes, Point Blank Shot, Weapon Focus (sting) Skills Perception +10 Blind -- Viper kinrath are blind and take no penalties due to concealment and total concealment due to darkness. They use a variety of other senses to identify their enemies. Poison -- If a viper kinrath deals damage with its sting attack to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+8) against the target's Fortitude Defense, 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 on the condition track. Kinrath poison attacks each round until cured with a DC 18 Treat Injury check.
Kinrath and its deadlier variety, the viper kinrath shown here, are commonly found on Dantooine and Kashyyyk but have been spotted on other, more distant planets in smaller numbers. This bizarre insectile creature has four long legs sprouting from a central body. Another long appendage sprouts from the "face" of the viper kinrath, which ends in a sharp, poison-filled stinger. (Regular kinrath are functionally the same, but replace their stinger attack with another slam attack and no poison.)
Their miniscule eyes are vestigial, and the creature uses a combination of heat sensing and smell to navigate and locate prey. Every kinrath produces a unique, pungent odor from large sweat glands that allows them to locate each other. Savvy hunters learn to coat themselves with the sweat from these glands in order to move in close to viper kinraths and take them unawares.
Jedi and other Force-users have learned that kinrath eggs contain red crystals that can be used as the power source for lightsabers. Indeed, many Padawans are sent to hunt for these eggs as part of their final test to create their own lightsaber.
Viper Kinrath Encounters
Kinrath are found throughout Dantooine and Kashyyyk, although they typically stick close to large clumps of vegetation where their natural coloration helps them blend into their surroundings. Unlucky heroes may stumble into a kinrath hive and confront the hive queen, protected by dozens of regular and viper kinrath. As mentioned above, young Jedi might have to hunt kinrath to gather eggs and the crystals inside to manufacture their lightsaber.
Eric Cagle gave us stats for the Mykal in WotC's January 28, 2009, web feature Creatures of KotOR 3:
Mykal
CL 4
Medium airborne beast 5 Init +10 (can reroll and keep second result); Senses low-light vision; Perception +3 Defenses Ref 16 (flat-footed 13), Fort 13, Will 11 hp 37; Threshold 18 Speed 8 squares (fly) Melee bite +6 (1d6+3) Base Atk +3; Grp +6 Atk Options confusing swoop, Running Attack Abilities Str 13, Dex 17, Con 16, Int 2, Wis 12, Cha 10 Special Qualities confusing swoop Feats Running Attack, Weapon Finesse (bite) Skills Initiative +10 Confusing Swoop -- When a mykal damages a target with a charge attack, that target cannot make attacks of opportunity against the mykal until the end of its next turn.
Mykal are aerial predators found in the huge, sprawling forests of Kashyyyk. They build large nests and attack almost anything that they spot. Some mykal grow to enormous size and are found only in the deepest, most ancient portions of the wilderness. Mykal eggs are nutritious and tasty, and they're considered a delicacy by most sentients. However, acquiring them is quite a challenge, considering that mykal nests are found hundreds of meters above the forest floor.
Mykal are an important part of the ecosystem and are responsible for keeping the numbers of kinrath (see above) in check. However, the Wookiees of Kashyyyk have long considered mykal pests and shoot them on sight.
Mykal Encounters
Mykal can be found almost anywhere on Kashyyyk, but they're most common in the middle to upper canopies, which is where most Wookiees build their treehouse cities. The creatures rarely venture to the forest floor, where the prey is too large and aggressive for most mykal to handle. Heroes could be sent to eliminate mykal that lair too closely to a Wookiee settlement or to raid mykal nests in search of their eggs.
Defenses Ref 14 (flat-footed 11), Fort 11, Will 12 hp 22; Threshold 11 Speed 8 squares Melee gore +5 (1d6+4) or gore +7 (1d6+6) with Powerful Charge Base Atk +3; Grp +6 Atk Options Powerful Charge Special Actions sprint Abilities Str 14, Dex 16, Con 12, Int 2, Wis 15, Cha 8 Feats Powerful Charge, Skill Training (Perception) Skills Jump +9, Perception +9 Sprint -- Once per encounter, as a free action an iriaz can double its speed for 1 round. The iriaz moves -1 step along the condition track at the end of the turn on which it uses this ability.
Iriaz are noble-looking herbivores found on Dantooine. They live in massive herds, grazing on grasses, berries, and shoots from the occasional low-slung tree that dots the open prairies of the planet. Although relatively docile, iriaz can be dangerous when spooked or threatened, charging with their huge, majestic horns. Hunters often travel to Dantooine for the sole purpose of hunting iriaz, which has taken a toll on their numbers. Iriaz pelts and horns fetch a fine price on the market.
The creatures are capable of sprinting at tremendous speed for a short period of time, although this leaves them winded, so they reserve it only for fleeing or when males try to thwart predators that get too close to the herd.
Iriaz Encounters
Iriaz are most common on the plains of Dantooine, where enormous herds crisscross the grasses in search of water. A single iriaz isn't much of a threat, but they are rarely encountered alone -- lone Iriaz are usually sick, old, or injured, though the occasional rogue male can also be found. Ironically, the biggest danger isn't necessarily the iriaz themselves, but the predators that stalk them, including kath hounds and horned kath hounds (see above). Another threat is hunters, who might mistake the heroes for iriaz or who are indiscriminate with their shots. Iriaz also function well as any generic wild herd animal.
Defenses Ref 17 (flat-footed 16), Fort 20, Will 13 hp 130; Threshold 25 Weakness sonic vulnerability Speed 8 squares (swim) Melee bite +10* (1d8+17) Fighting Space 3x3; Reach 2 squares Base Atk +6; Grp +19 Atk Options blood in the water, Power Attack Abilities Str 26, Dex 13, Con 30, Int 2, Wis 16, Cha 8 Special Qualities blood in the water, low-light vision, scent Feats Power Attack, Skill Focus (Perception), Skill Training (Survival), Weapon Focus (bite) Skills Perception +17, Stealth +0 (size), Survival +12 Blood in the Water -- Firaxa deal +1 die of damage against targets that have taken damage since the start of the firaxa's last turn. Scent -- Firaxa ignore concealment and cover when making Perception checks to notice opponents within 20 squares, and they take no penalty from poor visibility when tracking. Sonic Vulnerability -- Weapons that deal sonic damage deal +1 die of damage against a firaxa. * Includes 5 points of Power Attack
The firaxa, also known as the firaxan shark, is native to the ocean world of Manaan. This fierce predator is extremely territorial and attacks almost any creature, vehicle, or piece of equipment that violates its space. Firaxa are thought to be the spawn of an enormous individual known as the Progenitor, who prowled the waters in an area known as the Hrakert Rift. This Progenitor had some control over her children, who would come from many miles around if called. Scholars also believe that the firaxa are distantly related to Manaan's native species, the Selkath. This connection may explain why the Selkath are the only creatures that firaxa do not attack on sight.
Firaxa Encounters
Firaxa are found only on the water planet of Manaan, but they can be encountered almost anywhere beneath its waves. The creatures are drawn to, and aggravated by, activity caused by surface dwellers, such as construction, exploration, or mining. Firaxa ignore Selkath, and thus most forays away from the safety of the floating cities are led by a Selkath guide who knows their ways and can divert the creatures from attacking. Firaxa swarm in particularly large numbers in the Hrakert Rift, where the Progenitor is thought to lair. Anyone moving into this dangerous area should bring along seriously heavy firepower (in addition to thick pressure suits) if they want to survive.
PinkJediRanger also gave us a home-brewed CL 3 version..."from memory"!
Firaxan Shark (CL3) Large aquatic Beast 4 Init +4; Senses Perception +9, low-light vision Defences Ref 15* (flat-footed 13*), Fort 11, Will 12 * -2 when charging hp 30; Threshold 16 Speed 6 squares swim Melee +8 bite with Powerful Charge and Power Attack 3 (1d8+18) Fighting Space 2 x 2 squares; Reach none Base Attack +3; Grapple +12 Abilities Str 18 Dex 14 Con 12 Int 2 Wis 14 Cha 10 Feats Power Attack, Powerful Charge Skills Perception +9, Swim +6 Vulnerable to sonic – A Firaxan Shark takes double damage from sonic weapons