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Star Wars® The Praxeum The University of Sanbra's Guide to Xenobiology
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3 years ago  ::  Dec 22, 2009 - 7:52AM #141
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Here's how I envision the torsk, the Talz's beasts of burden on Alzoc III of which t'landa Til High Priest Teroenza of Ylesia had a carving made of lapis:

Torsk                                                 CL 2
Torsk.png
Large tundra beast 3
Init +0; Senses Perception +0
Defenses 12 (FF 12), Fort 18, Will 9
Hp 43; Threshold 28
Speed 6 sq.
Melee gore +6 (1d8 +5)
Fighting Space 2x2; Reach 1 square
Base Atk +2; Grp +11
Abilities Str 19, Dex 8, Con 26, Int 1, Wis 8, Cha 3
Feats Improved Damage Threshold, Toughness
Skills Survival +5
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 22, 2009 - 7:58AM #142
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Forums member Jindy, who seems to have gone incommunicado, gave us the Divto:

May 9, 2008 -- 11:18AM, Jindy wrote:

Divto                                                                   CL 6
800px-Divto.JPG
Large Beast 7
Init +7; Senses Perception +8, Low light Vision, Scent
Defenses Ref 16 (flat-footed 14), Fort 16, Will 10
hp 73; Threshold 21
Speed 8 squares; 1 sq. burrowing
Melee Bites: +9 (1d8+4+ poison) x3 heads
Melee Slam +9 (1d6+4)
Fighting Space 2x2 square; Reach 1
Base Attack +4; Grapple +13
Abilities Str 18 Dex 14 Con 22 Int 3 Wis 11 Cha 7
Special Abilities: Racial Bonus Skill Training (Init), Nightstalker, Poison, Swallow Whole
Feats Skill Focus (Stealth), Combat Reflexes, Skill Training (Perception)
Skills Initiative +7, Perception +8, Stealth +10 (+concealment), Survival +3

Nightstalker: naturally have concealment if not moving; Total Concealment in darkness
Poison: 1d20+13 v. Fort Defense of target of bite, -2 persistant on CT +2d6 damage; fail and ½ damage; 10 rnds later, d20+13 v. Fort Def., success and target paralyzed for 4d6 rnds; fail and no effect
Scent:  automatically detects opponents w/in 6 sq., full round action to pinpoint exact location, otherwise they only know someone/something is within that 6 square radius)
Swallow Whole: once prey is paralyzed, Divto drags off to a secluded spot and will swallow the prey with its middle head –- 2 small creatures or 1 med. creature take/s 1 minute; victims take 2d6 constriction damage, 1d6 acid damage; attacking inside a Divto, the Divto has a Ref. Def. of 12

Design Note:  1 significant change I made from the RCR version was to bump up the Dex from 13 to 14. I did this so that the Divto could make 3 attacks of opportunity / rnd (one for each of its heads).


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 22, 2009 - 8:08AM #143
RobShanti
Date Joined: Jun 20, 2006
Posts: 4,919
Forums member Jindy gave us the Skreev, also known as the Dxunian Raptor:

Skreev.JPG


Skreev                                                 CL 5
Large flying predator, Beast 6
Init +4 (reroll); Senses Perception +13, Low-light vision
Defenses Ref. 16 (flat-footed 15), Fort 15, Will 10
hp 57; Threshold 20
Speed 6 squares
Melee Bite +9 (1d8+4) and
Melee Claws +9/+9 (1d6+4, claws)
Ranged +6
Fighting Space 2x2
BAB 4; Grapple +13
Abilities: Str 18, Dex 13, Con 20, Int 2, Wis 10, Cha 6.
Special Abilities: Nest Defense, Stalker, Airborn
Feats: Skill Focus (Perception), Skill Training (Stealth), Skill Focus (Stealth).
Skills: Init. +4 (reroll), Perception +13, Stealth +9
Nest Defense – When defending the nest, gain +4 moral bonus on attack rolls
Stalker - no penalty to stealth from moving
Airborn - may reroll Initiative checks when flying, but must keep 2nd roll even if it's worse

Design Note:  The Ultimate Adversaries write up focused on these creatures using stealth (move silently) to stalk their prey... thus the skill training/focus there. Although, I could have made it a racial bonus (one or the other) then given another feat - such as running attack...



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  ::  Jan 06, 2010 - 4:31PM #144
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Wow... a lot of work done while I was gone, thanks RobShanti!

(I don't have a reliable internet connection at home, which is why I've been away the last 3 weeks)

I'll try to update the master post over the next day or so... I need sleep now.

EDIT: Master Listing is now up to date (I also fixed a few messed up links that occured during the updates) and I copied RavingDork's Asyyyriak into the same post as the others (after altering the CL). I'll post a beast into this post at a later time.

EDIT 2: Here's a beast tonight, courtesy of Pink_Jedi_Ranger who gave us this version of the Vornskr well before its appearance in TotG, pg 128:

Vornskr
Vornskr (CL10)
Large Beast 8/ Jedi 2
Init +8; Senses Low-light vision, Scent; Use the Force +9
------------------------------------------------------------------------------------------------------------
Defences Ref 23 (Natural armour +8, Flat-footed 20), Fort 19, Will 16
hp 124; Threshold 24
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee +10 bite with Power Attack 5 (1d8+13) and
Melee 2 claws with Power Attack 5 +10 (1d6+13) or
Melee +15 tail whip (1d6+8 plus poison)
Fighting Space 2 x 2; Reach 1 square
Base Attack +8; Grapple +20
------------------------------------------------------------------------------------------------------------
Abilities Str 24 Dex 16 Con 22 Int 4 Wis 16 Cha 8
Special Qualities: Low-light Vision, Rend, Scent, Tail Venom
Talents Force Perception
Feats Crush, Force Sensitivity, Pin, Power Attack, Skill Training (Survival, Use the Force)
Skills Initiative +8, Perception +8, Stealth +3, Survival +13, Use the Force +9
------------------------------------------------------------------------------------------------------------
Rend: If a Vornskr hits with both of its claw attacks in the same turn, it rends its opponent for an additional 2d6 points of damage
Tail Venom: If the tail whip hits its target and overcomes the target's Fort defence, deal an additional 1d10 damage from the venomous tip.
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3 years ago  ::  Jan 07, 2010 - 12:11PM #145
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
peteyrock gave us the Rakghoul prior to its appearance in KotOR, pg 223:

Rakghoul
Rakghoul CL 2
Medium nonheroic 1/beast 2
Init +3; Senses Darkvision, Perception +0
------------------------------------------------------------------------------------------------------------
Defenses Ref 14 (flat-footed 12), Fort 13, Will 9
hp 25; Threshold 18
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +4 (1d6+4) and
Melee 2 Claws +4 (1d4+4)
Fighting Space 1x1; Reach 1 square
Base Atk +1; Grp +4
Atk Options Running Attack
Special Actions Dodge
------------------------------------------------------------------------------------------------------------
Abilities Str 16, Dex 14, Con 16, Int 2, Wis 8, Cha 6
Special Qualities Darkvision, Subterranean, Scent, Rakghoul Disease
Feats Dodge, Dual Weapon Mastery I, Improved Damage Threshold, Running Attack, Toughness
Skills Jump +9
------------------------------------------------------------------------------------------------------------
Subterranean: May reroll Perception checks, but keep the second result even if worse; darkvision
Scent: Rakghouls ignore concealment and cover when making Perception checks to notice opponents within 10 squares, and they take no penalty from poor visibility when tracking (see Survival skill, SECR page 73).
Rakghoul Disease: If a rakghoul rolls a 20 on its bite attack against a player's character, they are afflicted with the rakghoul disease, which will turn them into a rakghoul in 1d4 days


The Rakghoul Disease SQ noted here engendered a little controversy in the original thread, to which RavingDork proposed the following alternative mechanic (he also supplied his own versions of the Rakghoul and Rakghoul fiend, but the link to these is broken):

Rakghoul Disease: If a rakghoul successfully bites a victim and deals damage, compare the rakghoul's bite attack to the victim's Fortitude Defense (ignoring equipment bonuses from armor). If it exceeds the victim's Fortitude Defense, the victim contracts the disease. Six hours after contracting the disease, make another attack roll (1d20+15) against the diseased victim's Fortitude Defense (ignoring equipment bonuses). If the attack succeeds, the victim moves -1 persistent step down the condition track. This attack occurs again for every six hours the victim remains untreated. A victim who reaches the bottom of the condition track in this manner dies and transforms into a rakghoul, forever losing his original stats and taking up those of a traditional rakghoul. Treating the disease requires a successful DC 25 Treat Injury check. A curative serum for the rakghoul disease was developed by the Sith in 3,956 BBY and mass produced shortly thereafter. If given to a patient during medical treatment, the Treat Injury check to treat the disease gains a +10 equipment bonus.
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3 years ago  ::  Jan 07, 2010 - 1:03PM #146
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Pint_Glass_Crusader gives us the Voorpak of Naboo:

The Voorpak are diminutive carnivores native to the rocky cliffs of Naboo much beloved by the ladies of Naboo. A Voorpak has a light weight, vaguely spherical, soft, furry body supported by eight spindly legs; they typically rest with their legs tucked under body to conserve body heat, making them look like balls of fur. However, despite their delightful appearance, they are brave and loyal when trained, and can be quite fierce when provoked or frightened, biting with their needle-sharp teeth. The Voorpak are a meticulously clean animal and their pleasant odor first led to them being domesticated by the human residents of Naboo.
In the wild, the Voorpak live in small colonies in and around the craggy outcroppings of the hill country. They are most active during twilight hours when they emerge from their burrows to hunt for small insects and rodents.
A Voorpak is a social animal and emits a soothing purr when stroked. However, this rises to a reverberating hum when alarmed, making them surprisingly good guards. A Voorpak female comes into season once a year, producing litters of three to five pups.
For centuries, the noblewomen of Naboo have kept Voorpaks as pets; a Noblewoman would typically carry them about in specially tailored pockets and sleeves as the Voorpak would also serve as company, but provide a modicum of heat during the winter.


Voorpak
Voorpak CL 0
Tiny Beast 1
Init +2; Senses Low-light vision; Perception +7
------------------------------------------------------------------------------------------------------------
Defences Ref 14 (Natural armour +0, Flat-footed 12), Fort 8, Will 12
hp 6; Threshold 8
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite -1 (1 pt.)
Fighting Space 1 square; Reach 1 square
Base Attack +0; Grapple -12
------------------------------------------------------------------------------------------------------------
Abilities Str 6 Dex 14 Con 6 Int 2 Wis 15 Cha 12
Special Qualities: Cuteness, Low-light Vision
Feats Weapon Focus (Simple Weapons)
Skills Perception +7
------------------------------------------------------------------------------------------------------------
Cuteness: This creature may make Persuasion [change attitude] checks against sentient humanoids even though it cannot speak their language.
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3 years ago  ::  Jan 07, 2010 - 1:09PM #147
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
RobShanti supplied us with the following:

Dec 29, 2007 -- 8:27PM, RobShanti wrote:

Scrivener Rokur Gepta, the last Sorcerer of Tund, kept "pets" that were never named, but which were vaguely described as flying vermin of prey. I bring you:

Rokur Gepta's "Pet's" CL 6
Diminutive beast 4
Init +8; Senses Blindsight; Perception +6
------------------------------------------------------------------------------------------------------------
Defenses Ref 25 (Flat-footed 19), Fort 10, Will 9
hp 6; Threshold 10
------------------------------------------------------------------------------------------------------------
Speed 8 squares (flying)
Melee Bite +9 (1d2+1)
Fighting Space 1 square; Reach 1 square
Base Atk +3; Grp -6
------------------------------------------------------------------------------------------------------------
Abilities Str 9, Dex 22, Con 11, Int 1, Wis 8, Cha 10
Special Qualities: Vampiric Bite
Feats Skill Training (x1), Weapon Finesse
Skills Perception +6, Stealth +28
------------------------------------------------------------------------------------------------------------
Vampiric Bite: If the bite attack suceeds, make a separate 1d20+2 Attack against the target's Fort Def. If the attack succeeds the victim moves -1 step on the condition track and suffers 2d6 damage.


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3 years ago  ::  Jan 07, 2010 - 1:17PM #148
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
RobShanti posed the question: What happens if you use the Sith Alchemy techniques to raise Sith Undead, but your subject is an Arachne from Talus?

This is how he answered it :

Sith Undead Arachne CL 1
Medium Sith undead beast 2
Init +4; Senses: Low-Light Vision; Perception +6
------------------------------------------------------------------------------------------------------------
Defenses Ref 14 (Natural armour +1, Flat-footed 11), Fort 10, Will 10
hp 13; DR 5; Threshold 10
------------------------------------------------------------------------------------------------------------
Speed 6 squares, 4 squares (climb)
Melee Bite +4 (1d6+1)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp +4
------------------------------------------------------------------------------------------------------------
Abilities Str 11, Dex 17, Con --, Int 2, Wis 10, Cha 2
Special Qualities: Arachne Sense, Creeper's Crawl, Low-light Vision, Sith Undead
Talents: Acute Senses, Hidden Movement
Feats: Skill Focus (Climb), Skill Training (Climb, Perception, Stealth), Weapon Finesse
Skills: Acrobatics +9, Climb +11, Perception +6, Stealth +8
------------------------------------------------------------------------------------------------------------
Arachne Sense: Sith Undead Arachne gain Skill Training (Perception) as a bonus feat.
Bonus Feats: Sith Undead Arachne gain Skill Training (Climb) and Skill Focus (Climb) as bonus feats.
Creeper's Crawl: Sith Undead Arachne gain Skill Training (Stealth) as a bonus feat.
Low-light vision: Sith Undead Arachne ignore concealment (but not total concealment) from darkness.
Natural armor: Undead giant salt spiders get a +1 natural armor bonus to Reflex defense.
Sith Undead: Sith Undead Arachne are effectively mindless, giving them immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
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3 years ago  ::  Jan 07, 2010 - 1:27PM #149
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Prom, in a dedicated thread gives us the Mustafarian Lava Flea:

Mustafarian Lava Flea
Mustafarian Lava Flea CL 8
Large beast 9
Init +6; Senses: Perception +4
------------------------------------------------------------------------------------------------------------
Defenses Ref 20 (Natural armour +9, Flat-footed 18), Fort 16, Will 10
hp 100; Threshold 26
Immune Fire, Heat
------------------------------------------------------------------------------------------------------------
Speed 8 squares
Melee Bite +13 (1d8+11 plus 1d6 acid damage)
Fighting Space 2x2; Reach 1 square
Base Atk +6; Grp +18
------------------------------------------------------------------------------------------------------------
Abilities Str 24, Dex 14, Con 22, Int 2, Wis 10, Cha 3
Feats: Improved Damage Threshold, Skill Training (Survival), Skill Focus (Jump, Survival)
Skills: Acrobatics +6, Climb +11, Endurance +10, Jump +21, Survival +13 (may reroll, keeping better result to resist extreme heat), Stealth +1, Swim +11
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3 years ago  ::  Jan 07, 2010 - 1:37PM #150
Darth_Scorpion
Date Joined: Oct 7, 2008
Posts: 1,595
Prom also gave us stats for the Worrt:

Worrt
Worrt CL 2
Medium beast 2
Init +4; Senses: Perception -1
------------------------------------------------------------------------------------------------------------
Defenses Ref 15 (Natural armour +2, Flat-footed 12), Fort 12, Will 8
hp 16; Threshold 12
------------------------------------------------------------------------------------------------------------
Speed 6 squares
Melee Bite +3 (1d6+3) or
Ranged Tongue +4 (1d6+3)
Fighting Space 1 square; Reach 1 square
Base Atk +1; Grp +4
------------------------------------------------------------------------------------------------------------
Abilities Str 14, Dex 17, Con 14, Int 1, Wis 6, Cha 2
Special Qualities: Swallow Whole, Tongue Attack
Feats: Skill Training (Acrobatics)
Skills: Acrobatics +9, Climb +3, Endurance +3, Jump +8, Stealth +4, Survival -1, Swim +3
------------------------------------------------------------------------------------------------------------
Swallow Whole: A worrt can try to swallow a grabbed opponent of small size or smaller by making a successful grapple check. Once inside the space worrt's maw, the opponent takes 2d6 points of damage per round from the creature's highly caustic digestive acid. A swallowed opponent can climb back out of the worrt's maw with a successful grapple check. A swallowed opponent can also attempt to cut or blast his or her way out of the maw with a small or tiny slashing or energy weapon. The opponent must deal 10 points of damage to the worrt's interior (Defense 12) to create an opening large enough to escape. Once the victim exits, muscular action closes the hole. Another swallowed creature must cut his or her own way out. A worrt's maw can hold one Small-size, two Tiny, four Diminutive, or eight Fine creatures.
Tongue Attack: To use this ability, a worrt must make a ranged attack with its tongue at a maximum range of 7 squares. If the attack is successful, the worrt automatically deals bite damage and can start a grapple as a swift action without provoking an attack of opportunity. If it gets a hold, it may also attempt to swallow its target. Targets of medium size or larger cannot be swallowed, but the worrt still tries. If an opponent is too large to swallow, the worrt continues to attempt to grapple and automatically deals bite damage every round.
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