Bantha's aren't necessarily (depending on your perspective) the most useful stat blocks you could have, but given their prominence at the beginning of Episode IV, you would have thought that they would have been statted officially.
I thought I'd try something a little different tonight...
"It hungers. It rises. It comes! Lord Azard, I give you the Sea Leviathan!" - Vul Isen to Darth Azard on Dac
Sea Leviathan CL 16 Colossal aquatic beast 15 Dark-side: 16 Init +19; Senses: Low-light Vision; Perception +15 ------------------------------------------------------------------------------------------------------------ Defenses Ref 17 (Natural armour +15, Flat-footed 15), Fort 29, Will 13 hp 365; DR 10; Threshold 79 ------------------------------------------------------------------------------------------------------------ Speed 12 squares (swim) Melee Bite +32 (4d6+28/x3) and Melee Tail Slam +32 (3d6+28) or Melee Bite +34 (4d6+35/x3) with Powerful Charge or Ranged Energy Pulse +13 (3d10+7) Fighting Space 6x6; Reach 3 squares Base Atk +11; Grp +52 Atk Options: Devour, Energy Pulse, Power Attack, Powerful Charge, Triple Crit (Bite) Special Actions: Blister-pods, Terrifying Presence ------------------------------------------------------------------------------------------------------------ Abilities Str 52, Dex 14, Con 48, Int 6, Wis 16, Cha 10 Special Qualities: Aquatic Traits, Blister-pods, Devour, Energy Pulse, Low-light Vision, Terrifying Presence, Vicious Natural Weapons Feats: Power Attack, Powerful Charge, Skill Training (Endurance), Skill Training (Perception), Skill Focus (Initiative), Triple Crit (Bite) Skills: Endurance +31, Initiative +19, Perception +15, Stealth -11 ------------------------------------------------------------------------------------------------------------ Blister-pods: Sea Leviathan's possess two rows of life-draining blister pods along its back specifically engineered to target the Mon Calamari. Make an attack roll (1d20+15) against any Mon Calamari within 6 squares of the Sea Leviathan; success indicates that the target moves -1 persistent steps down the condition track (which can only be removed with 8 hours of rest), failure indicates that the target does not move down the condition track. A target moved to the end of condition track by the blister-pods is killed as their life-energy is drained (the revivify aspect of the Treat Injury skill cannot be used on a being killed with this attack). The blister pods attack any Mon Calamari that remain within 6 squares of the Sea Leviathan once each round. Devour: If a Sea Leviathan 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 Sea Leviathan can begin devouring its target. Any creature being devoured takes 1d8+21 points of damage each round it is in the Sea Leviathan's maw. When the creature reaches 0 hit points, it is swallowed by the Sea Leviathan and continues to take 1d6 points of acid damage each round. Energy Pulse: Using the life energy siphoned from its victims, the Sea Leviathan can make a ranged energy attack against a single target within 3 squares (maximum range) as a standard action. This attack is considered to deal Force damage. Terrifying Presence: Any enemy that starts its turn within 6 squares of one or more Sea Leviatha takes a -2 penalty on attack rolls. This is a fear effect.
The CL is 2 higher than it should be due to the Sea Leviathan having a ranged attack and the (very) slight application of the chrysalis beast template from the JATM. Comments?
I thought I'd try something a little different tonight...
Me too.
Here's something from Star Wars Gamer magazine, Issue 6, from the "Bounties to Die For" article. It's unclear whether this should technically be considered a "beast" under Saga...I think it could easily be built using standard character generation rules, but you'd probably have to come up with a homebrewed alien species template for it. I tried a conversion of the RCR version found in issue 6 of SW Gamer magazine. It's not only got sapient-level intelligence, it's got above average intelligence. Yet the RCR version is built with "predator" and Scout levels, so I tried a Saga version built with Beast levels and multiclassing into Scout (edit: and Soldier). It's unusual among Beasts for several reasons: 1. its extraordinarily high intelligence for a beast 2. it's ability to understand multiple languages 3. it's ability to use blasters!
I give you Subject 4D668493X, for which there is a 50,000 credit bounty for proof of its disintegration:
It's hard to believe the Empire has ever been totally honest. They want the public to believe this target was some lab animal that just happened to break free at an opportune moment.
Even if you believe that a creature just happened to scamper out of a top secret, high security research laboratory, how did it know to stow away on a ship scheduled to depart scant hours later? On top of all that, this "bloodthirsty" creature sat patiently in a cargo hold while two tasty meals sat helpless a few meters away. That kind of behavior belies a sapient intelligence.
The Empire cooked up something here, lost control of it, and wants you to cover it up for them. No problem...that's what you're paid to do. Biological data is on file if needed. Keep in mind that this contract is for disintigration only; proof of destruction, however, is mandatory.
Subject 4D668493X was a highly volatile bioengineered creature created by Imperial scientists. It was part of a program to create a creature that could aid Imperial officers in their efforts to track down and apprehend criminals.
Pale-skinned, 4D668493X possessed razor-sharp teeth and claws and a whiplike tail. In addition to giving the beast balance while scaling walls, the tail also served as a lethally efficient slicing weapon.
4D668493X escaped from the laboratory of its birth, and a bounty (disintegration only) was promptly placed on the abomination. It was believed to have stowed-away on a freighter bound for Tatooine, showing significant intelligence in choosing a ship scheduled for prompt departure, and significant patience in remaining hidden in the cargo hold during the entire trip.
Subject 4D668493X CL 5 Medium beast 4 / Scout 1/ Soldier 1 Force Points 2; Dark Side Rating 0 Init +12; Senses: Perception +3 (may reroll, must keep second roll); Darkvision ------------------------------------------------------------------------------------------------------------ Languages Basic (understand only), Binary (understand only) Defenses Ref 18 (Flat-footed 14), Fort 15, Will 12 hp 34; Threshold 15 ------------------------------------------------------------------------------------------------------------ Speed 6 squares Melee Bite +6 (1d6+4) and Claws +6 (1d4+4) or Melee Tail +6 (1d6+4 slashing) Ranged +4 non-pistols (as weapon +1) or +9 pistols (as weapon +1) Fighting Space 1x1; Reach 1 squares Base Atk +5; Grp +9 ------------------------------------------------------------------------------------------------------------ Abilities Str 12 (+1), Dex 19 (+4), Con 13 (+1), Int 13 (+1), Wis 10 (0), Cha 15 (+2) Special Qualities: Darkvision, Scent, Terrifying Presence, Natural Weapons Feats Skill Training (Jump, Survival, Stealth), Weapon Proficiencies (Simple, Pistols) Talents Acute Senses (may reroll Perception, must keep 2nd result), Indomitable (once per day may move +5 steps on the Condition Track) Skills Climb +9, Initiative +12, Jump +9, Stealth +12, Survival +8 ------------------------------------------------------------------------------------------------------------ Darkvision Subject 4D668493X ignores concealment and cover penalties due to darkness and can function with no light at all, but cannot see in color in total darkness. Scent Subject 4D668493X ignores concealment and cover when making Perception checks to notice opponents within 10 squares, and takes no penalty from poor visibility when tracking. Terrifying Presence: Any enemy that starts its turn within 6 squares of Subject 4D668493X takes a -2 penalty on attack rolls. This is a fear effect.
EDIT: This stat block endorsed by jormundre, who calls it "pure awesome...!"
Here's something from Star Wars Gamer magazine, Issue 6, from the "Bounties to Die For" article....I tried a conversion of the RCR version found in issue 6 of SW Gamer magazine....the RCR version is built with "predator" and Scout levels, so I tried a Saga version built with Beast levels and multiclassing into Scout.
* * * EDIT: This stat block endorsed by jormundre, who calls it "pure awesome...!"
So, I thought about this guy over night, and it occurred to me that I actually do him a disservice by sticking to the same classes used in his RCR build. While Predator 4 / Scout 2 may have worked for him under the RCR, exchanging one level of Scout for a level of Soldier makes him pure awesomer : - Higher Fort Defense & Damage Threshold - Higher hit points - Higher Atk bonuses - Higher Grapple score - An additional Talent
And there's no hit to anything. He even can end up with the exact same feats (we merely need to rearrange when he takes them).
So, I've modified the stat block to make him Beast 4 / Scout 1 / Soldier 1. I even think that doing this makes him, overall, truer to the original build even though the classes are different. Go figure.
Fully endorsed- absolutely! Impressed by exceptional creativity and consistent diligence- absolutely! Flattered by a shout out –absolutely! Another fantastic contribution from Mr. Rob Shanti, this thread is wonderful- all the work you guys have offered has certainly not gone unnoticed.
Reeho CL 0 Diminutive Avian Beast 1 Initiative -4 (may reroll, must keep 2nd); Senses Perception +5 Defenses Ref 18 (flatfooted 15), Fort 11, Will 10 hp 6; Threshold 11 Speed 8 squares (fly) Melee Beak -3 (1 point damage) Fighting Space 1x1; Reach 1 Base Attack +0; Grp +3 Abilities Str 4 (-3), Dex 16 (+3), Con 13 (+3), Int 2 (-4), Wis 10 (0), Cha 18 (+4) Feats Impulsive Flight (may withdraw +1 square when Withdrawing) [Scum and Villainy p. 23] Skills Perception +5, (Stealth +18) Airborne - may reroll Initiative, must keep 2nd roll.
Reeho are birds indigenous to the swampy planet Gelgelar in the Elrood Sector. They are covered in bright plumage of yellows, oranges and reds. They have black beaks and eyes and gray feet. Glaursaurs used Reeho feathers to adorn their spears.
I thought I'd add a new creature that I'd been meaning to stat a while ago (though I'm not keen on the picture of the creature from the RCR Ultimate Adversaries book):
Slashrat CL 5 Small beast 6 Init +11; Senses: Darkvision, Scent; Perception +9 ------------------------------------------------------------------------------------------------------------ Defenses Ref 19 (Natural armour +5, Flat-footed 16), Fort 11, Will 11 hp 33; Threshold 11 ------------------------------------------------------------------------------------------------------------ Speed 12 squares, 6 squares (burrow); Running Attack Melee Bite +7 (1d4+3) and Melee 2 Claws +7 each (1d3+3) and Melee Tail slash +7 (1d3+3) Fighting Space 1 square; Reach 1 square Base Atk +4; Grp +2 Atk Options: Frenzy, Running Attack, Weapon Finesse ------------------------------------------------------------------------------------------------------------ Abilities Str 10, Dex 17, Con 12, Int 2, Wis 13, Cha 9 Special Qualities: Darkvision, Frenzy, Scent Feats: Running Attack, Skill Training (Initiative), Skill Training (Perception), Weapon Finesse Skills: Initiative +11, Perception +9, Stealth +11, Survival +9 ------------------------------------------------------------------------------------------------------------ Frenzy: If a slashrat comes within a 2-square radius of another slashrat that has made a successful attack, the slashrat immediately enters a frenzied state. In this state, the slashrat gains a +2 rage bonus on melee attack rolls and melee damage rolls. The slashrat's frenzy lasts for a number of rounds equal to 5 + its Constitution modifier. At the end of its frenzy, the slashrat moves -1 persistent step along the condition track. The penalties imposed by this condition persist until the slashrat takes at least 10 minutes to recuperate, during which time it can't engage in any strenuous activity. A slashrat cannot be pulled out of its frenzied state by making it friendly. Scent: Slashrats 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 the Survival skill, SECR pg 73). Skill Training (Perception): Slashrats have Skill Training (Perception) as a bonus feat.
Hey guys, First off I would like to say thank you to all of you for the great work that you have done on this thread.
And a way for me to say thanks is, I would like to convert all of the creatures on the thread into a single pdf file. I have done a little work so far to show you how it might look like. I've created a cover page and added creatures A and B. The stats have not been changed, the only things I change is: 1. Put the name of the creator 2.add a description if one was missing 3.add a picture if I could find one 4.set up each stat block to be in the same format
Thing that I would like to add is an intro page and an index of all the creature once I'm done. If you guys like what I have done so far, then I will keep going. If not, I will stop the work.
That's great thanks! Feel free to continue the work as it would be great to see it in .pdf form. What you have already done looks excellent!
One mistake I did notice is that you creditted the Amphistaff and Amphistaff Polyp stats to RobShanti when they were built by myself - he quoted the post entry from a different thread...
BTW: Here's a Yuuzhan Vong Artillery beast picture for the pdf (the one you've used was the original that Pink_Jedi_Ranger later recoloured):