peteyrock gave us stats for the Tesselated Arboreal Binjinphant (though he notes - that there is almost absolutely no information on this creature. I'm making up a lot of stuff. Any of the crunch is gathered from looking at its physiology and the name [its kangaroo-like legs seem to clash with the word arboreal]):
Tesselated Arboreal Binjinphant CL 0 Tedium beast 1 Init +3; Senses: Perception +1 ------------------------------------------------------------------------------------------------------------ Defenses Ref 15 (Natural armour +0, Flat-footed 12), Fort 10, Will 11 hp 6; Threshold 10 ------------------------------------------------------------------------------------------------------------ Speed 4 squares, 4 squares (climb) Melee Bite -2 (1 pt.) Fighting Space 1 square; Reach 1 square Base Atk +0; Grp -12 ------------------------------------------------------------------------------------------------------------ Abilities Str 6, Dex 17, Con 10, Int 3, Wis 12, Cha 8 Special Qualities: Arboreal Feats: Skill Training (Jump) Skills: Climb +3, Jump +3, Stealth +13 ------------------------------------------------------------------------------------------------------------ Arboreal:May take 10 on Climb checks even when distracted or threatened.
Outlaw68 gave us stats for the Kell Dragon (Dendrite also gave us his version in post #121):
Kell Dragon CL 7 Colossal desert beast 8 Init +2; Senses: Perception +3 ------------------------------------------------------------------------------------------------------------ Defenses Ref 6 (Natural armour +8, Flat-footed 6), Fort 25, Will 9 hp 156; Threshold 75 ------------------------------------------------------------------------------------------------------------ Speed 8 squares Melee Bite +22 (4d6+21) and Melee Claw +22 (3d6+21) or Melee Bite +17 (4d6+26) with Power Attack Fighting Space 4x6; Reach 1 square Base Atk +5; Grp +42 Atk Options: Cleave, Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 44, Dex 6, Con 40, Int 3, Wis 8, Cha 14 Special Qualities: Desert Traits, Intimidating Feats: Cleave, Power Attack, Skill Training (Survival) Skills: Persuasion +11, Survival +8 ------------------------------------------------------------------------------------------------------------ Intimidating: Kell Dragons consider Persuasion as a class skill.
Hammersolo gives us stats for the Vrblther of Nar Shaddaa:
Vrblther CL5 Medium Beast 6 Force 0 Dark Side 1 Init +11; Senses Low-light Vision; Perception +10 ------------------------------------------------------------------------------------------------------------ Defenses Ref 19 (flat-footed 16), Fort 12, Will 12 hp 39; Threshold 12 ------------------------------------------------------------------------------------------------------------ Speed 8 squares, 6 squares (climb) Melee Bite +10 (1d6+5) and Melee 2 claws +10 (1d4+5) Base Atk +4; Grp +7 Atk Options Frenzied attack, improved critical ------------------------------------------------------------------------------------------------------------ Abilities Str 15, Dex 17, Con 15, Int 3, Wis 15, Cha 9 Special Qualities Low-light vision, frenzied attack, improved critical Feats Skill Training (Initiative), Skill Training (Perception), Skill Training (Stealth) Skills Climb +5 (can reroll, must take reroll; can take 10), Initiative +11, Perception +10 (can reroll to avoid surprise, hear noises, and notice targets, must take reroll), Stealth +11, Survival +10 (can reroll for track, must take reroll) ------------------------------------------------------------------------------------------------------------ Frenzied attack: Vrblthers receive a +4 species bonus on melee attacks. Improved critical: A vrblther's claws are so sharp that they score a critical with an attack roll of 19–20.
While my stats for the Vrblther from my Tempest Feud SE Conversion file are almost identical, I'll include them here for the sake of completeness:
Vrblther CL 5 Medium beast 6 Init +11; Senses: Low-light Vision; Perception +10 ------------------------------------------------------------------------------------------------------------ Defenses Ref 19 (Natural armour +6, Flat-footed 16), Fort 12, Will 12 hp 48; Threshold 12 ------------------------------------------------------------------------------------------------------------ Speed 10 squares, 6 squares (climb) Melee 2 Claws +11 each (1d4+5/19-20) and Melee Bite +11 (1d6+5) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +7 ------------------------------------------------------------------------------------------------------------ Abilities Str 15, Dex 17, Con 15, Int 3, Wis 15, Cha 9 Special Qualities: Frenzied, Low-light Vision, Vicious Feats: Skill Training (Initiative), Skill Training (Perception), Skill Training (Stealth), Skill Training (Survival) Skills: Climb +10, Initiative +11, Perception +10, Stealth +11, Survival +10 ------------------------------------------------------------------------------------------------------------ Frenzied: Vrblthers receive a +5 bonus to all their melee attack rolls. Skill Training (Survival): Vrblthers have Skill Training (Survival) as a bonus feat. Vicious: Vrblthers are particularly vicious with their claws. The threat range of a vrblther's claw attack is 19-20, though only a natural 20 is considered an automatic hit.
As far as I can determine, that is now all of the stats from the two primary threads collated into this one.
If anyone has new content (or has noticed something I've missed), feel free to add it to the collection.
Hot dog! We did it, Darth_Scorpion! Great job! And kudos on a marvellously organized and consolidated thread. I have a long bus ride to New York City this afternoon. I think I'll stat a critter or two if I can for this thread just to celebrate.
Hot dog! We did it, Darth_Scorpion! Great job! And kudos on a marvellously organized and consolidated thread. I have a long bus ride to New York City this afternoon. I think I'll stat a critter or two if I can for this thread just to celebrate.
We certainly did (though I think you did most of the transfer in the end - thanks for that BTW).
I hope your long journey wasn't too unpleasant - I thought I'd stat a few new creatures as well in celebration, here's the first based on one of the old Creature Features:
Ravior CL 6 Large desert beast 7 Init +7; Senses: Perception +4 ------------------------------------------------------------------------------------------------------------ Defenses Ref 20 (Natural armour +7, Flat-footed 16), Fort 14, Will 11 hp 59; Threshold 19 ------------------------------------------------------------------------------------------------------------ Speed 14 squares Melee Bite +10 (1d8+8) and Melee 2 Claws +10 each (1d6+8) and Melee Tail +10 (1d6+8 plus poison) Fighting Space 2x2; Reach 1 square Base Atk +5; Grp +15 Atk Options: Constrict, Crush, Leap Attack, Pin, Poison, Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 20, Dex 18, Con 18, Int 2, Wis 13, Cha 9 Special Qualities: Camouflage, Desert Traits, Constrict, Leap Attack, Poison Feats: Crush, Pin, Power Attack, Skill Training (Survival) Skills: Stealth +12, Survival +9 (may reroll, keeping better result to resist extreme heat) ------------------------------------------------------------------------------------------------------------ Camouflage: A ravior's natural colouration allows it to effectively blend in to desert environments. Raviors ignore their size modifier when they make Stealth checks in desert environments. Constrict: A ravior that suceeds in grappling an opponent can use the Crush and Pin feats as normal. When crushing, however, a ravior deals damage through its bite attack. Leap Attack: As a full-round action, a ravior 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 three separate attacks against a single opponent (bite and 2 claws). Poison: If the tail attack of a ravior deals damage to a living target, the target is also poisoned. If the poison succeeds on an attack roll (1d20+10) against the target's Fortitude Defence, the target moves -1 step along the condition track. A target moved to the end of the condition track by the poison is immobilised, but not unconscious. The poison attacks every minute until cured with a successful DC 20 Treat Injury check. Skill Training (Survival): Raviors have Skill Training (Survival) as a bonus feat.
Tatooine Howler CL 2 Large desert beast 3 Init +0; Senses: Perception +1 ------------------------------------------------------------------------------------------------------------ Defenses Ref 11 (Natural armour +3, Flat-footed 11), Fort 15, Will 10 hp 28; Threshold 20 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee 2 Claws +8 each (1d6+7) and Melee Bite +8 (1d8+7) Fighting Space 2x2; Reach 1 square Base Atk +2; Grp +13 Atk Options: Power Attack ------------------------------------------------------------------------------------------------------------ Abilities Str 22, Dex 8, Con 20, Int 6, Wis 10, Cha 12 Special Qualities: Camouflage, Desert Traits Feats: Power Attack, Skill Training (Survival) Skills: Stealth +5, Survival +6 (may reroll, keeping better result to resist extreme heat) ------------------------------------------------------------------------------------------------------------ Camouflage: A Tatooine howler's natural colouration allows it to effectively blend in to desert environments. Tatooine howlers ignore their size modifier when they make Stealth checks in desert environments.
Scaly Tauntaun CL 2 Large subterranean beast 3 Init +3; Senses: Darkvision, Scent; Perception +5 (may reroll, must keep second) ------------------------------------------------------------------------------------------------------------ Defenses Ref 14 (Natural armour +3, Flat-footed 12), Fort 13, Will 9 hp 22; Threshold 18 ------------------------------------------------------------------------------------------------------------ Speed 12 squares Melee 2 Claws +6 each (1d6+5) and Melee Bite +6 (1d8+5) Fighting Space 2x2; Reach 1 square Base Atk +2; Grp +11 ------------------------------------------------------------------------------------------------------------ Abilities Str 18, Dex 14, Con 16, Int 2, Wis 8, Cha 6 Special Qualities: Darkvision, Scent, Subterranean Traits Feats: Skill Training (Stealth), Skill Training (Survival) Skills: Perception +5 (may reroll, must keep second), Stealth +3, Survival +5 ------------------------------------------------------------------------------------------------------------ Scent: Scaly tauntauns 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).
The bus trip was quite pleasant, actually...only 2 hours each way. Here's what I have to show for it:
Xandu CL 2 Large avian beast 3 Init +3; Senses: Perception +11 --- Defenses Ref 11 (Flat-footed 9), Fort 11, Will 10 hp 17; Threshold 16 --- Speed 4 squares (walking); 8 squares (flying) Melee Claws +1 (1d8) and Bite +1 (1d4) Melee Bite +1 (1d4) Fighting Space 1x1; Reach 1 square Base Atk +2; Grp +4 --- Abilities Str 8 (-1), Dex 15 (+2), Con 12 (+1), Int 2 (-4), Wis 10 (0), Cha 11 (0) Special Qualities: Swoop, Airborne Feats: Skill Focus (Perception), Running Attack Skills: Perception +11, (Stealth -2) --- Swoop: May take a full-round action after charging in flight and ignores terrain features while charging in flight. Airborne: May reroll Initiative, but must keep second result even if it is worse.
Design Notes: The thing is large (judging by the difference in size between it and Anakin, as shown when he grabs onto its legs in the Clone Wars episode "Mystery of a Thousand Moons," but when Obi-Wan jumps on too, it starts to fall. I reverse-engineered what its strength would be based on that demonstration of its carrying capacity...I came up with 8.
Pet Slime CL 0 Tiny beast 1 Init +0; Senses: Perception -4 --- Defenses Ref 11 (Flat-footed 11), Fort 15, Will 7 hp 9; Threshold 15 --- Speed 2 squares Melee unarmed -5 (1d2) Fighting Space 1x1; Reach 1 square Base Atk +0; Grp +0 --- Abilities Str 10 (0), Dex 10 (0), Con 18 (+4), Int 1 (-5), Wis 2 (-4), Cha 2 (-4) Special Qualities: Slippery Feats: Improved Defenses Skills: Stealth +5 --- Slippery: The square occupied by a pet slime is considered rough terrain; a character may pass through or adjacent to this square without incurring an Attack of Opportunity from the pet slime, but any character passing through the square occupied by a pet slime who is not aware of its presence must make an DC 10 Acrobatics check or fall prone. A character trained in Acrobatics may Tumble through the square occupied by a pet slime with a DC 15 Acrobatics check to avoid the effects of the rough terrain.
I think I've found my latest focus in rebuilding the old Creature Features:
Kilian Bantha CL 2 Huge beast 3 Init +1; Senses: Perception +6 ------------------------------------------------------------------------------------------------------------ Defenses Ref 11 (Natural armour +3, Flat-footed 11), Fort 19, Will 10 hp 40; Threshold 29 ------------------------------------------------------------------------------------------------------------ Speed 4 squares Melee Gore +11 (2d6+10) or Melee Gore +13 (2d6+11) with Powerful Charge Fighting Space 3x3; Reach 1 square Base Atk +2; Grp +21 Atk Options: Powerful Charge ------------------------------------------------------------------------------------------------------------ Abilities Str 29, Dex 10, Con 29, Int 2, Wis 11, Cha 3 Special Qualities: Expert Climber Feats: Powerful Charge, Skill Training (Survival) Skills: Climb +10 (may take 10 when distracted/threatened), Perception +6, Stealth -9, Survival +6 ------------------------------------------------------------------------------------------------------------ Expert Climber: Kilian Banthas are great climbers and may choose to take 10 on Climb checks even when distracted or threatened.
I can't remember if the Bantha has been stattted in SE or not, but this stat block would suffice for that if you removed the Expert Climber SQ.